Good interview. Have you decided the topic of the next one or two of these deep dives?
Theist_VII wrote: »Whose questions were these?
When asked which topic we would like to see a Developer Deep Dive, from what I gathered on that thread, none of these questions were what we were looking for an answer to.
People just want to know when the 95% of sets in this game will finally be competitive options.
For those unfamiliar with the developer deep dives, it's a blog series where ESO Dev Team members discuss various elements of ESO game design in detail. Players get to learn about our development process and philosophy and our dev team gets to nerd out a bit.
https://www.elderscrollsonline.com/en-us/news/post/66547
I see the problem.
There's so much investment before it's hitting PTS..... turning that bull around and getting it out of the china shop... is clearly just too hard (expensive).
They need to find a way to talk to players much much MUCH earlier.
Players who can test things a thousand times more in a week than zos ever can.
Yes, they absolutely should talk to the players earlier. The community is a huge untapped creative resource; something I have rapidly learned over the past few years as a worldbuilder. One of the best implementations in the last year for the game I work for, came from a member of our community. It was also tweaked over a period of a few months based on incoming data and a constant flow of constructive feedback from the community, and the result is a balanced implementation that pretty much everyone is happy with.
I'd also just like to highlight the following sentence from that deep dive on item sets:Nadav: Class sets are typically harder to design than other types of item sets, as they need to be both mechanically and thematically tied to specific classes and skill lines, narrowing our design scope and limiting what type of abilities we can create for each set.
The point about mechanically & thematically tying sets to specific class & skill lines isn't being followed consistently, and frankly if a multi-disciplinary team can't come up with a bunch of viable ideas that are mechanically & thematically on-point for every single class & their associated skill lines, then I'd suggest they're not really in tune with the classes & how they play on the live servers, or paying enough attention to the creative goldmine that is the sets they've already produced - because class sets don't necessarily have to remake the wheel to be viewed positively by players.
The problem sets (and other problems, like the spreadsheet standardisation approach being using for Scribing) making their way through to Live could be avoided in the first instance if they bothered to solicit ideas from the community before going into the brainstorming & prototyping phase - but for whatever reason that doesn't happen, the result being we end up with silly, out-of-touch sets that have PTS testers facepalming from day one of testing (another pain point since PTS testers are seemingly not being listened to in numerous respects) right the way through to Live, at which point exactly the same issues raised in the PTS forum start being reiterated by disappointed/confused/angry players on the main Live forums.