Theist_VII wrote: »Over the last couple of years, it has become quite clear that the Hero Engine is throttling progression of The Elder Scrolls: Online.
We have gone from two quarters of dungeon packs with a chapter and a zone to explore, to a dungeon pack and chapter with a new system, to only an update of a previous one.
Development should be ramping up, not down.
Owned by Microsoft, a company that just moved their flagship IP from Slipspace to Unreal, one can’t help but wonder if ZOS should be moving their assets to Unreal in kind?
https://gamrconnect.vgchartz.com/thread/248546/halo-the-new-era-begins/#:~:text=It lacked content, had in,content due to the engine."Moving to Unreal Engine has so many benefits, let me explain. First, the engine is a lot more universal for staff to work on, it's the default engine across learning game development and is incredibly powerful and reliable. Keep in mind that Unreal Engine will also be modified to work on the games, much like how The Coalition use Unreal Engine for Gears of War. Speaking of The Coalition, moving to Unreal also allows internal teams to jump on and help with development and content, so expect The Coalition to help Halo Studios in the near future with game development etc, something that would be harder to do with the current Slipspace. So, adding the best experts with Unreal Engine into the game development can do wonders for a game, and no one knows Unreal better than The Coalition. This change will not only improve the visuals of Halo, it will also guarantee faster release content, more content and even more games."
spartaxoxo wrote: »Theist_VII wrote: »spartaxoxo wrote: »Theist_VII wrote: »lThe following post is detailing the move from Slipspace to Unreal 5. That should give you some insight on the experiences of a developer.
None of that address what I said. The reason that the game runs poorly on old PCs and consoles is because of the limitations of those machines, not the engine. ESO is massive because it's a live service game, not something smaller like Halo.
Nobody other than you are talking about old platforms. They aren’t even part of the discussion.
I'm saying that the engine isn't the problem with this game. Your premise is that it's the engine, and I think that's not correct and said what I think it actually is. I based that on dev statements in the past, such as being unable to increase the furniture limit due to old machines.
Another poster also gave their theory on what it is, spaghetti code from early game development. Although they think the engine probably plays a smaller role.
Neither of these things are a problem with using Hero Engine.
spartaxoxo wrote: »Theist_VII wrote: »spartaxoxo wrote: »Theist_VII wrote: »lThe following post is detailing the move from Slipspace to Unreal 5. That should give you some insight on the experiences of a developer.
None of that address what I said. The reason that the game runs poorly on old PCs and consoles is because of the limitations of those machines, not the engine. ESO is massive because it's a live service game, not something smaller like Halo.
Nobody other than you are talking about old platforms. They aren’t even part of the discussion.
I'm saying that the engine isn't the problem with this game. Your premise is that it's the engine, and I think that's not correct and said what I think it actually is. I based that on dev statements in the past, such as being unable to increase the furniture limit due to old machines.
Another poster also gave their theory on what it is, spaghetti code from early game development. Although they think the engine probably plays a smaller role.
Neither of these things are a problem with using Hero Engine.
The Hero Engine is 1000000% the problem for so many issues in this game.
Theist_VII wrote: »I dont know of a single MMO that changed its engine, if WOW can use its engine for over 20 years what makes us think anything otherwise.
WoW has seen a significant drop in population, and was hemorrhaging players from Cataclysm up until Dragonflight.
12 million active players in 2011.
4 million active players in 2020.
8 million 15 dollar monthly subscriptions that were thrown away because World of Warcraft refused to move forward. Thank you for that example.
SaffronCitrusflower wrote: »If people go way back into the forum posts you can find official statements from ZOS devs in 2014-2015 about how heavily they had to modify the Hero engine to work with ESO and that the engine was creating a lot of problems and limitations the devs were not happy with.
So, the question is, why didn't ZOS start the work of putting ESO on an engine they knew could handle the game clear back in 2014-2015? They could have had the big release of the game on the new, stable engine this year for the 10 year anniversary of the game. Now that would have been a celebration! (certainly better than grinding for weeks for 4 style pages)
.SaffronCitrusflower wrote: »If people go way back into the forum posts you can find official statements from ZOS devs in 2014-2015 about how heavily they had to modify the Hero engine to work with ESO and that the engine was creating a lot of problems and limitations the devs were not happy with.
So, the question is, why didn't ZOS start the work of putting ESO on an engine they knew could handle the game clear back in 2014-2015? They could have had the big release of the game on the new, stable engine this year for the 10 year anniversary of the game. Now that would have been a celebration! (certainly better than grinding for weeks for 4 style pages)
Actually, if you go back and look at what they said, they replaced Hero with their own engine incrementally. I dunno if anything is left, but the parts people are complaining about look like they are all ZOS.
SaffronCitrusflower wrote: ».SaffronCitrusflower wrote: »If people go way back into the forum posts you can find official statements from ZOS devs in 2014-2015 about how heavily they had to modify the Hero engine to work with ESO and that the engine was creating a lot of problems and limitations the devs were not happy with.
So, the question is, why didn't ZOS start the work of putting ESO on an engine they knew could handle the game clear back in 2014-2015? They could have had the big release of the game on the new, stable engine this year for the 10 year anniversary of the game. Now that would have been a celebration! (certainly better than grinding for weeks for 4 style pages)
Actually, if you go back and look at what they said, they replaced Hero with their own engine incrementally. I dunno if anything is left, but the parts people are complaining about look like they are all ZOS.
It says Hero engine when you boot up the game using 64 bit launcher. They have always been pretty clear they heavily modified the engine though, so ya.
SaffronCitrusflower wrote: ».SaffronCitrusflower wrote: »If people go way back into the forum posts you can find official statements from ZOS devs in 2014-2015 about how heavily they had to modify the Hero engine to work with ESO and that the engine was creating a lot of problems and limitations the devs were not happy with.
So, the question is, why didn't ZOS start the work of putting ESO on an engine they knew could handle the game clear back in 2014-2015? They could have had the big release of the game on the new, stable engine this year for the 10 year anniversary of the game. Now that would have been a celebration! (certainly better than grinding for weeks for 4 style pages)
Actually, if you go back and look at what they said, they replaced Hero with their own engine incrementally. I dunno if anything is left, but the parts people are complaining about look like they are all ZOS.
It says Hero engine when you boot up the game using 64 bit launcher. They have always been pretty clear they heavily modified the engine though, so ya.
…starting with the server and network communications, then content creation tools, the client renderer, and the rest of the engine.
Theist_VII wrote: »SaffronCitrusflower wrote: ».SaffronCitrusflower wrote: »If people go way back into the forum posts you can find official statements from ZOS devs in 2014-2015 about how heavily they had to modify the Hero engine to work with ESO and that the engine was creating a lot of problems and limitations the devs were not happy with.
So, the question is, why didn't ZOS start the work of putting ESO on an engine they knew could handle the game clear back in 2014-2015? They could have had the big release of the game on the new, stable engine this year for the 10 year anniversary of the game. Now that would have been a celebration! (certainly better than grinding for weeks for 4 style pages)
Actually, if you go back and look at what they said, they replaced Hero with their own engine incrementally. I dunno if anything is left, but the parts people are complaining about look like they are all ZOS.
It says Hero engine when you boot up the game using 64 bit launcher. They have always been pretty clear they heavily modified the engine though, so ya.
…starting with the server and network communications, then content creation tools, the client renderer, and the rest of the engine.
His words, not mine. 😂
Must explain why current ESO has the worst positional desyc I have ever seen in any game, and why the game has had persistant health desync skills. You still can’t use Silver Bolts and Snipe with making someone’s health bar play tricks on them.
Chopping up parts of the original engine and changing things around worked wonders on launch when you couldn’t travel to the main cities of towns without crashing.
It was a game they had already worked on for five years up to that point. The time to use a different engine was four to five years previous to that point. You don't finish a product and then swap technologies and start all over the eve before release. That's suicide. MMOs are notoriously bad at making money. With so much as risk you want to hedge your bets as much as you can and there aren't exactly a lot of engines on the market when it comes to games of this scale and size.SaffronCitrusflower wrote: »...
So, the question is, why didn't ZOS start the work of putting ESO on an engine they knew could handle the game clear back in 2014-2015? They could have had the big release of the game on the new, stable engine this year for the 10 year anniversary of the game. Now that would have been a celebration! (certainly better than grinding for weeks for 4 style pages)
That.... also has nothing to do with the engine. If anything, WoW's engine has been proven to be better and capable of more right out the gate along with evolving more than the engine ESO has. WoW loses players because Blizzard simply refuses to change their approach to the games content/features, especially endgame-- which surprise, is similar to what ESO has been experiencing for the last few chapters now (even worse, we barely even get actual content at this point period).... and I think anyone who can't admit that ESO has been losing players, or at least struggles to keep them playing consistently, is in just complete denial of the obvious for whatever reason(s).Theist_VII wrote: »
You licensed HeroEngine a long time ago. What role did the Hero Engine play in the development of ESO?
We started ZeniMax Online from scratch, with no employees and no technology. We had to build everything ourselves. It takes a long time to write game engines, especially MMO engines, which are inherently more complicated than typical single-player ones. So, we decided to license the HeroEngine to give us a headstart. It was a useful tool for us to use to prototype areas and game design concepts, and it provided us the ability to get art into the game that was visible, so we could work on the game’s art style. Our plan is for ESO to be a world class MMO, with the most advanced social features found in any MMO to date – so while we were prototyping the game on HeroEngine, we were simultaneously developing our own client, server, and messaging layer that were specifically designed with ESO in mind. Think of HeroEngine as a whiteboard for us – a great tool to get some ideas in the game and start looking at them while the production engine was in development.