HT | @heaven13 @JaraalZOS_MattFiror wrote: »...some insight into our development process, especially how we treat bugs vs. how we treat new art assets and shaders.
On the development side, we have a strict policy to never change art assets once they have been in the live game, except – and this is important – if they are obviously “wrong”. Think bad animations, shoulder pads clipping through armor, weapons hanging too far off a character model’s hip – that kind of thing. This “no change” policy has been in effect since the Redguard Female Armor Debacle of 2015. This was where we updated the visuals of one type of Redguard Female armor and pushed it live without thinking of the consequences of players who liked the way it looked and had been using it for over a year. This caused a lot of – very much merited – criticism from players that liked the older style much better. That’s when we started our “no change” policy. Even if we think an asset needs to updated because it doesn’t fit ESO’s established art style or the artist responsible thinks they could have done better, we no longer change live assets because players are used to the way the game and their characters look, and that is more important than what WE think.Funny story about this – and I’m sure you are all seeing where this is going – we have a backlog of art bugs and issues that we address over time. If these are flagged as low priority, it can take a long time to get to them. Just after our HDR versions of ESO launched, we flagged an HDR issue where some assets were not responding correctly to our HDR renderer – their color values were not configured properly and were “blown out”, meaning they were far too bright for the established ESO art style. This was entered as a bug, and sat there (not high priority) on the bug list for a few years. Eventually it was addressed and made its way into the build that launched with Update 19 (Wolfhunter).
A side effect of this change is that it changes how our HDR “slider” bar displays HDR changes – on some TVs, you won’t notice any change after moving the slider 10-15%. This is exacerbated by the fact that there is no commonly accepted HDR standard for TVs – cheaper HDR TVs tend to be dimmer with not as much control, and higher-end TVs have a large range of brightness. You’ll definitely notice a difference after our change, especially if you have one of the lower-end TVs.
Short story: It was flagged as a bug, not an “art asset change”, so it never came to the attention of the Art Director (or me) until it went live. Obviously this should have been seen as an “art change”, not a bug fix. We should not have changed it, even if we think that the change is merited, due to our “no change once live” policy.
So now this leaves us in a sticky situation: if we change it back, there will be players that like the new way better than the old. And they will be correct, just as are the ones who like the old way – this is subjective. We are now in a no-win situation, which is why we haven’t given you guys much information up until this point. What we need to do is step back, look at our options, and figure out what is the best thing to do that makes the highest number of players happy. I’m not 100% sure what this is yet, but hang tight and we’ll let you know.
And my sincere apologies for rolling this out with no information, no background, and no heads-up. We take this very seriously, and we’ll make some process changes to ensure something like this doesn’t happen again in the future,just like we did during the Redguard Female Armor Debacle.
StihlReign wrote: »did you know ESO has a Never Change Policy?
StihlReign wrote: »Perhaps we'd do better asking Zos to re-look at the policy, vs. making any changes to art assets once they're live.
Pepegrillos wrote: »Where would jabs and the other dw skill animation fit in this context?
I dunno. Any Eve Online graphical change I can recall was pretty much always an upgrade. I wasn't here for the 'Redguard debacle'.
Furthermore, situations that are no-win, are also no-lose in this context. So the glass is simply at 50% capacity.
AnduinTryggva wrote: »Why do you think they should update this policy?
SkaraMinoc wrote: »StihlReign wrote: »did you know ESO has a Never Change Policy?
You make it sound like this is a bad thing.StihlReign wrote: »Perhaps we'd do better asking Zos to re-look at the policy, vs. making any changes to art assets once they're live.
The way it works now is fine. I still use some of the original styles in some of my character outfits.
Pepegrillos wrote: »Where would jabs and the other dw skill animation fit in this context?
The refusal to revert the templar jabs animation is a perfect example of how well ZOS listens to feedback.
Not to mention what happens to anyone who has the audacity to so much as mention PvP or Cyrodiil during a ZOS live feed.
Pepegrillos wrote: »Where would jabs and the other dw skill animation fit in this context?
This quote above: in part, definitely points out the hypocrisy of the aforementioned "Never Change" policy in regards to the templar animations and then some.Pepegrillos wrote: »Where would jabs and the other dw skill animation fit in this context?
For me the decision itself to change the animations reasonably complied with their policy about “fixing” something no longer right. In both cases the timing/cadence for the old animations was off after they changed the number of strikes. So yes, update the timing of the animations to account for that per the policy. That makes sense.
But they ended up with animations that have major issues because they were changed far beyond the scope of that objective.
Turning the iconic style-less Aedric Spear into a Nighthollow staff and making the jabs a shovel motion contributed in no way to the reasonable goals stated in changing the animation. I see no reason for removing a design unique to Templar from this one skill (creating a marked inconsistency with other Aedric Spear visuals), much less for replacing it with a style named for and assigned to vampiric figures. The fact that the same style was used for the lightning spears in the Archdruid Devyric fight in the same patch, a similarly striking choice lore-wise, suggests to me that this was simply the style du jour, which greatly detracts (for me) from the visual identity of both the class and the boss. This is not just odd but problematic, since visual styling is essential in making each class and boss feel unique. Giving so many things Nighthollow staves makes the identity of these things feel generic and confused.
Likewise, for Flurry there’s a similar drawback that ends up defeating the purpose of changing the animation, for me: the new animation makes the character look like they’re flailing about without an appropriate center of gravity using a stepping motion that makes them seem unstable on their feet. Windmilling at enemies like this doesn’t look masterful or impressive to me, which significantly hinders the power fantasy of RPG combat.
YMMV. This is just my thoughts on how they complied with their policy in one sense but also introduced changes that went beyond it.
I can remember Templar Jabs, NB Grim Focus, Sorc Bound Armor and DK Poison skills. All of those could be considered ''art assets'' that received changes after they were already live, you could probably include Arcanist Crux counter too.
ZOS will enforce/not enforce this policy whenever they feel like it, don't expect them to be consistent about it.
I dunno. Any Eve Online graphical change I can recall was pretty much always an upgrade. I wasn't here for the 'Redguard debacle'.
Furthermore, situations that are no-win, are also no-lose in this context. So the glass is simply at 50% capacity.
No wonder the game feels stale. Be it graphically wise (animations, class skills, player models etc.) gameplay, they just refuse to modernize the game. I'm rather easy, if they updated certain animations and effects, I'd be mostly happy, slap in a character model touch-up and I'm done.
I don't know about others, but I am tired of slotting beast trap and a bunch of other 'must-haves' for high-end content, also, certain abilities simply look like CRAP. One fine example is the magma armor of DK, you basically look like a flaming turd."
Also, I'd like to add some very big offenders like Timbercrow Wanderer Costume, it still has that ugly diaper. It's not like PvP peeps get many things to unlock, they also gotta be censored in this way.. in a PEGI 18 game.