SickleCider wrote: »Dang. I thought you were going to propose eating excess forum goers to facilitate more intimate communication with those that remain.
AtriaKhorist wrote: »I'll add to that:
Excessive moderative action, often decried just as much in here, in response to some of those tougher questions, is also not helping matters.
There are people banned from this forum over - justified - frustration with the very communication problem ZOS itself acknowledges.
SickleCider wrote: »Dang. I thought you were going to propose eating excess forum goers to facilitate more intimate communication with those that remain.
The_Meathead wrote: »
I'm a little stunned at times just how much stuff gets "mysteriously" removed from the Forums, too.
I haven't started a lot of posts and none of mine have been removed that I'm aware of, but I reply to many and come back to check on conversations with the "Participated" tab up top every so often. It's crazy how many of those threads just disappear! It really hit me lately with Subclassing, but I've noticed it before in waves.
Maybe the posters themselves request threads get clipped sometimes, and yes some of them are undoubtedly removed for the purpose of unifying topics or "clean up," but... c'mon now. There's some serious "There is no war in Ba Sing Se'' level of legitimate criticism removal, for sure. It's like there's a limit on disapproval at times, no matter how formally or well its voiced.
Erickson9610 wrote: »ZOS has a lot on their plate right now. They're still working on the remaining questions for the PvP Q&A, for instance. They should be given the time to finish what they've started before they start more Q&As — to have a new Q&A every month is not sustainable.
sans-culottes wrote: »We’ve heard repeatedly from ZOS—most recently via @ZOS_Kevin—that improving communication with the community is a priority. And yet, a funny thing keeps happening: silence tends to follow the most pressing questions.
Questions about combat direction. About long-term system coherence. About whether core class kits like Necromancer will ever receive attention beyond cyclical nerfs. About crossplay. About console-specific bugs. About the design vision behind subclassing beyond “play how you want.” You know, the usual.
Instead of clarity, we often get curated responses to low-risk, low-impact questions (“Will the pumpkins return this October?”), while harder ones vanish into the ether like a recalled motif style. When responses do arrive, they’re often framed in the language of “we’re listening,” which has come to function more as ritual than reassurance.
So here’s a modest proposal.
Why not take a page from developers like Ghostcrawler (League/WoW) or Ion Hazzikostas (WoW), who—whatever their flaws—at least attempted periodic, structured communication that addressed thorny systems questions head-on? These weren’t always smooth, but they acknowledged the community’s capacity for complexity. Sometimes even candor.
A monthly systems Q&A. A short devblog explaining philosophical priorities. Even a regular “here’s what we’re working on, and here’s what we’re not” post. Anything that signals, even faintly, that player feedback is being heard, engaged, and integrated—not just politely acknowledged before being swept into a spreadsheet.
We know you can’t answer every question. But it’s increasingly hard to avoid the feeling that the questions being answered are selected for their safety, not their significance.
And that’s not communication. That’s containment.
Bar the "little actual gains" line because communication is always important and holds everything together, the overall point is this is a balancing act. Let's take PTS for example. We have teams that reading your feedback and implementing what they can during the PTS cycle. Doing all of that is a tight turn around and then getting those all prepped for patch notes is a lot. It's why we try to provide what we can in the dev commentary. Having said all of that, we understand that you want more conversations. It is a process we are working through (and have started with the PvP Q&As) to make sure we can hit an appropriate balance, but we are talking about this and working on ways to support it. So we are looking at what other teams are doing and seeing how they can work for us and ultimately work for you.Freelancer_ESO wrote: »I think you'd run into the issue that pushing a greater focus on communication could easily end up taking development time away from actually developing for little actual gains.
sans-culottes wrote: »Anything that signals, even faintly, that player feedback is being heard, engaged, and integrated—not just politely acknowledged before being swept into a spreadsheet.
sans-culottes wrote: »We’ve heard repeatedly from ZOS—most recently via @ZOS_Kevin—that improving communication with the community is a priority. And yet, a funny thing keeps happening: silence tends to follow the most pressing questions.
Questions about combat direction. About long-term system coherence. About whether core class kits like Necromancer will ever receive attention beyond cyclical nerfs. About crossplay. About console-specific bugs. About the design vision behind subclassing beyond “play how you want.” You know, the usual.
Instead of clarity, we often get curated responses to low-risk, low-impact questions (“Will the pumpkins return this October?”), while harder ones vanish into the ether like a recalled motif style. When responses do arrive, they’re often framed in the language of “we’re listening,” which has come to function more as ritual than reassurance.
So here’s a modest proposal.
Why not take a page from developers like Ghostcrawler (League/WoW) or Ion Hazzikostas (WoW), who—whatever their flaws—at least attempted periodic, structured communication that addressed thorny systems questions head-on? These weren’t always smooth, but they acknowledged the community’s capacity for complexity. Sometimes even candor.
A monthly systems Q&A. A short devblog explaining philosophical priorities. Even a regular “here’s what we’re working on, and here’s what we’re not” post. Anything that signals, even faintly, that player feedback is being heard, engaged, and integrated—not just politely acknowledged before being swept into a spreadsheet.
We know you can’t answer every question. But it’s increasingly hard to avoid the feeling that the questions being answered are selected for their safety, not their significance.
And that’s not communication. That’s containment.
Hi all, just wanted to follow up on this thread. Appreciate the overall conversation here. Sorry in advance, this is going to be a long one.
So to start, we have been making strides in communication on a few fronts. So we have worked on a few community Q&As already this year and working on finishing up our remaining PvP centered ones, where we have directedly answered player questions. We also have AMA's planned for this year as well, so stay tuned to those. We just had our ESO Direct (less than a month ago), which has a good chunk of info on what we are currently working on and soon to release items. We had several communication fronts through out the Vengeance Campaign Test and during the PTS cycle portion of the test where we directly answered user questions. Additionally, we opened a few pipelines for the community to voice bugs and pain points they would like addressed so that we can get the teams on those tasks during our year of transition. Also pipelines to help with ongoing lag issues, which our engineers have been able to make some strides and implement new tech to help better identify issue points (noted in past patch notes). And we can't forget the Guild Summit we held with guild leaders in March to get their thoughts on guild improvements and overall game pain points. Things we are targeting in future updates and were asked by players and answered directly. These are on top of working on getting better messaging for maintenance windows and other smaller items that impact the day to day experience.
While this isn't direct communication, we also have the Kinda Funny Podcast Series where we are discussing the dev process from the early days to now. So that should give some general development insight from Rich and Matt.
That doesn't mean things are perfect. I was just in some meetings earlier this week about more ways we can improve communication over the next several months. But we believe are headed in the right direction. And these changes were based on player feedback from the end of the year.
We know there are more things you want us to talk about. Things like Overland difficulty and other wide systems changes like that. There are some things that are too early to share and can (most likely will) go through quite a bit of change before they are ready to be talked about. Not talking about final product here, just generally. However, the community team is talking to dev teams to see what we can talk about and when, because we do know you want info earlier.
As for dev blogs on systems, we have done those and continue to do them. We had one in the last 30 days focusing on the new Player Response Systems that you can check out here. We have definitely also done many of these in the past around Trials encounters, Item Set philosophy, etc. If you would like more deep dives and philosophy talks, we can flag that for the web team to take a look at how they can prioritize that.
We also try to inject some of that commentary in Dev Comments in the patch notes. I recently got feedback that folks would like more of those outside the confines of combat, so this is something we are working to incorporate that in the U47 Patch Note cycle.
On a personal note, I was wanted to acknowledge the taking a page from other devs book comment. We constantly are looking at what fellow teams in the space are doing. But we also have to scale expectations accordingly. The teams mentioned are awesome and do great work. They are also pretty different in size compared to us. So we have to scale the work we can do accordingly. @Freelancer_ESO gets to the heart of the matter, and it plays into the overall point here.Bar the "little actual gains" line because communication is always important and holds everything together, the overall point is this is a balancing act. Let's take PTS for example. We have teams that reading your feedback and implementing what they can during the PTS cycle. Doing all of that is a tight turn around and then getting those all prepped for patch notes is a lot. It's why we try to provide what we can in the dev commentary. Having said all of that, we understand that you want more conversations. It is a process we are working through (and have started with the PvP Q&As) to make sure we can hit an appropriate balance, but we are talking about this and working on ways to support it. So we are looking at what other teams are doing and seeing how they can work for us and ultimately work for you.Freelancer_ESO wrote: »I think you'd run into the issue that pushing a greater focus on communication could easily end up taking development time away from actually developing for little actual gains.
I said it would be a long one, right! We know this isn't the immediate fix to your concerns, be we are taking the steps to get to where you want us to be. We hope some of the communications from the first 4 months have shown our commitment here, but fully understand more needs to be done to get to a great place. So with that, my action items for you are this: share with us communication methods you have resonated with from other games you play. Obviously we cannot do everything, but being able to identify what is working for you can better narrow our focus in giving you the comms you desire. Happy to read any additional feedback and relay what is needed to the correct teams.
(Also sorry for any typos. Wrote this over the course of a few hours between meetings, so if anything doesn't make sense, I can edit.)
sans-culottes wrote: »We’ve heard repeatedly from ZOS—most recently via @ZOS_Kevin—that improving communication with the community is a priority. And yet, a funny thing keeps happening: silence tends to follow the most pressing questions.
Questions about combat direction. About long-term system coherence. About whether core class kits like Necromancer will ever receive attention beyond cyclical nerfs. About crossplay. About console-specific bugs. About the design vision behind subclassing beyond “play how you want.” You know, the usual.
Instead of clarity, we often get curated responses to low-risk, low-impact questions (“Will the pumpkins return this October?”), while harder ones vanish into the ether like a recalled motif style. When responses do arrive, they’re often framed in the language of “we’re listening,” which has come to function more as ritual than reassurance.
So here’s a modest proposal.
Why not take a page from developers like Ghostcrawler (League/WoW) or Ion Hazzikostas (WoW), who—whatever their flaws—at least attempted periodic, structured communication that addressed thorny systems questions head-on? These weren’t always smooth, but they acknowledged the community’s capacity for complexity. Sometimes even candor.
A monthly systems Q&A. A short devblog explaining philosophical priorities. Even a regular “here’s what we’re working on, and here’s what we’re not” post. Anything that signals, even faintly, that player feedback is being heard, engaged, and integrated—not just politely acknowledged before being swept into a spreadsheet.
We know you can’t answer every question. But it’s increasingly hard to avoid the feeling that the questions being answered are selected for their safety, not their significance.
And that’s not communication. That’s containment.
Hi all, just wanted to follow up on this thread. Appreciate the overall conversation here. Sorry in advance, this is going to be a long one.
So to start, we have been making strides in communication on a few fronts. So we have worked on a few community Q&As already this year and working on finishing up our remaining PvP centered ones, where we have directedly answered player questions. We also have AMA's planned for this year as well, so stay tuned to those. We just had our ESO Direct (less than a month ago), which has a good chunk of info on what we are currently working on and soon to release items. We had several communication fronts through out the Vengeance Campaign Test and during the PTS cycle portion of the test where we directly answered user questions. Additionally, we opened a few pipelines for the community to voice bugs and pain points they would like addressed so that we can get the teams on those tasks during our year of transition. Also pipelines to help with ongoing lag issues, which our engineers have been able to make some strides and implement new tech to help better identify issue points (noted in past patch notes). And we can't forget the Guild Summit we held with guild leaders in March to get their thoughts on guild improvements and overall game pain points. Things we are targeting in future updates and were asked by players and answered directly. These are on top of working on getting better messaging for maintenance windows and other smaller items that impact the day to day experience.
While this isn't direct communication, we also have the Kinda Funny Podcast Series where we are discussing the dev process from the early days to now. So that should give some general development insight from Rich and Matt.
That doesn't mean things are perfect. I was just in some meetings earlier this week about more ways we can improve communication over the next several months. But we believe are headed in the right direction. And these changes were based on player feedback from the end of the year.
We know there are more things you want us to talk about. Things like Overland difficulty and other wide systems changes like that. There are some things that are too early to share and can (most likely will) go through quite a bit of change before they are ready to be talked about. Not talking about final product here, just generally. However, the community team is talking to dev teams to see what we can talk about and when, because we do know you want info earlier.
As for dev blogs on systems, we have done those and continue to do them. We had one in the last 30 days focusing on the new Player Response Systems that you can check out here. We have definitely also done many of these in the past around Trials encounters, Item Set philosophy, etc. If you would like more deep dives and philosophy talks, we can flag that for the web team to take a look at how they can prioritize that.
We also try to inject some of that commentary in Dev Comments in the patch notes. I recently got feedback that folks would like more of those outside the confines of combat, so this is something we are working to incorporate that in the U47 Patch Note cycle.
On a personal note, I was wanted to acknowledge the taking a page from other devs book comment. We constantly are looking at what fellow teams in the space are doing. But we also have to scale expectations accordingly. The teams mentioned are awesome and do great work. They are also pretty different in size compared to us. So we have to scale the work we can do accordingly. @Freelancer_ESO gets to the heart of the matter, and it plays into the overall point here.Bar the "little actual gains" line because communication is always important and holds everything together, the overall point is this is a balancing act. Let's take PTS for example. We have teams that reading your feedback and implementing what they can during the PTS cycle. Doing all of that is a tight turn around and then getting those all prepped for patch notes is a lot. It's why we try to provide what we can in the dev commentary. Having said all of that, we understand that you want more conversations. It is a process we are working through (and have started with the PvP Q&As) to make sure we can hit an appropriate balance, but we are talking about this and working on ways to support it. So we are looking at what other teams are doing and seeing how they can work for us and ultimately work for you.Freelancer_ESO wrote: »I think you'd run into the issue that pushing a greater focus on communication could easily end up taking development time away from actually developing for little actual gains.
I said it would be a long one, right! We know this isn't the immediate fix to your concerns, be we are taking the steps to get to where you want us to be. We hope some of the communications from the first 4 months have shown our commitment here, but fully understand more needs to be done to get to a great place. So with that, my action items for you are this: share with us communication methods you have resonated with from other games you play. Obviously we cannot do everything, but being able to identify what is working for you can better narrow our focus in giving you the comms you desire. Happy to read any additional feedback and relay what is needed to the correct teams.
(Also sorry for any typos. Wrote this over the course of a few hours between meetings, so if anything doesn't make sense, I can edit.)
licenturion wrote: »Some of these comments are really out there.
For those saying that “nothing of value is ever answered,” I’d genuinely like to see examples of what you actually expect to be addressed. Are we talking about extremely niche personal issues like “Why hasn’t my specific set item XYZ been buffed?” or “Why is the texture on this one mount still broken?” What kind of answers are you realistically expecting? And in what timeframe do you realistically expect an answer?
Here’s my personal experience with ZOS over the past year:
- I reported a hybrid keyboard/controller UI bug and got a DM from Jessica asking for more details.
- I had a question about how this season’s story would replay after the community wall event — the answer was added to the FAQ.
- I asked about battleground matchmaking changes and their rationale — a FAQ post was created addressing that.
- When the Alienware free mount promo didn’t work for me, Kevin stepped in and helped resolve it.
- I posted concerns about the ESO+ exclusive dungeons (Fallen Banners), and Kevin joined the discussion. A clarification post from higher up followed shortly after.
- We received a studio letter laying out the long-term roadmap well in advance.
- After the Direct post-show, there was a breakdown of early findings regarding Vengeance and the areas they were working on.
- The post-show also addressed big concerns like overland difficulty and progress on the in-combat bug.
- During a Reddit AMA, I asked why the Necrom soundtrack hadn’t been released even a year after launch. Matt Firor himself responded and confirmed both Necrom and Gold Road soundtracks would be released in two weeks. He also acknowledged the request to have them on Steam — which they now are.
- I was part of the group locked out during the PTS debacle last year (two weeks access loss). ZOS compensated us with new accounts including all collector’s editions, Endeavors, and other items. It was frustrating, but they handled it as best they could.
- I criticized the updated rock textures in the starter zones during PTS. It wasn’t addressed when it went live, but I received an official reply with the reasoning behind it, when I expressed my disappointment.
- Kevin responded to this very thread with a thoughtful, insightful post that added to the discussion.
I know this is anecdotal, but I honestly don’t think this is bad support — not even average. It's above average for a studio of this size. I follow and play other live service games, and most don’t come close in terms of direct communication or transparency. That said, I also don’t ask highly technical or extremely niche questions. While those would be nice to know, I don’t think they always justify being highlighted as “must answer” questions.
That said, here are a few things I think could be improved:
1. Visibility of information
A lot of useful and interesting communication is buried in forum threads — a platform most players don’t actively check. There are tons of pinned threads and scattered nuggets of information, but if you’re not following closely, it’s almost impossible to find them.
2. More frequent studio updates
The “studio letter” should be quarterly, not yearly. It doesn’t need to be massive — just a light retrospective, key focus points, and a short-term look ahead. These updates should be posted everywhere: Steam, Reddit, launcher pop-ups, etc. Many live service games already do this, whether it’s through short video updates (e.g., Nightingale Dev Bites) or written formats (e.g., Overwatch Director’s Take). Personally, I prefer written updates with meaningful content. They're quick to read, easy to digest, and much simpler to produce. In contrast, videos, showcases, or livestreams require a lot of planning and resources — time and effort that could be better spent on actually improving the game. Now that they are moving away from the yearly format, it only makes sense to revise the yearly studio letter as well.
Pixiepumpkin wrote: »The attitude in current videos is projected errors towards goofy/slapstick/everythign in ESO is perfect which gives the connontation that things are not taken seriously (even if they are and I assume they are)....I'd personally like to see an attitude of serious driven focus projected when answering questions, especially the tougher ones. Show us, make us believe you care (which I assume you do). Some fun and comedy is expected, but sometimes I feel there is too much joking going on. Of course, this can also be how I was raised in the work culture I experienced over 40 years.
So to start, we have been making strides in communication on a few fronts. So we have worked on a few community Q&As already this year and working on finishing up our remaining PvP centered ones, where we have directedly answered player questions. We also have AMA's planned for this year as well, so stay tuned to those. We just had our ESO Direct (less than a month ago), which has a good chunk of info on what we are currently working on and soon to release items. We had several communication fronts through out the Vengeance Campaign Test and during the PTS cycle portion of the test where we directly answered user questions. Additionally, we opened a few pipelines for the community to voice bugs and pain points they would like addressed so that we can get the teams on those tasks during our year of transition. Also pipelines to help with ongoing lag issues, which our engineers have been able to make some strides and implement new tech to help better identify issue points (noted in past patch notes). And we can't forget the Guild Summit we held with guild leaders in March to get their thoughts on guild improvements and overall game pain points. Things we are targeting in future updates and were asked by players and answered directly. These are on top of working on getting better messaging for maintenance windows and other smaller items that impact the day to day experience.
While this isn't direct communication, we also have the Kinda Funny Podcast Series where we are discussing the dev process from the early days to now. So that should give some general development insight from Rich and Matt.
If you would like more deep dives and philosophy talks, we can flag that for the web team to take a look at how they can prioritize that.
That doesn't mean things are perfect. I was just in some meetings earlier this week about more ways we can improve communication over the next several months. But we believe are headed in the right direction. And these changes were based on player feedback from the end of the year.
We also try to inject some of that commentary in Dev Comments in the patch notes. I recently got feedback that folks would like more of those outside the confines of combat, so this is something we are working to incorporate that in the U47 Patch Note cycle.
Let's take PTS for example. We have teams that reading your feedback and implementing what they can during the PTS cycle. Doing all of that is a tight turn around and then getting those all prepped for patch notes is a lot. It's why we try to provide what we can in the dev commentary. Having said all of that, we understand that you want more conversations. It is a process we are working through (and have started with the PvP Q&As) to make sure we can hit an appropriate balance, but we are talking about this and working on ways to support it. So we are looking at what other teams are doing and seeing how they can work for us and ultimately work for you.
We constantly are looking at what fellow teams in the space are doing. But we also have to scale expectations accordingly. The teams mentioned are awesome and do great work. They are also pretty different in size compared to us. So we have to scale the work we can do accordingly.
So with that, my action items for you are this: share with us communication methods you have resonated with from other games you play.
sans-culottes wrote: »We’ve heard repeatedly from ZOS—most recently via @ZOS_Kevin—that improving communication with the community is a priority. And yet, a funny thing keeps happening: silence tends to follow the most pressing questions.
Questions about combat direction. About long-term system coherence. About whether core class kits like Necromancer will ever receive attention beyond cyclical nerfs. About crossplay. About console-specific bugs. About the design vision behind subclassing beyond “play how you want.” You know, the usual.
Instead of clarity, we often get curated responses to low-risk, low-impact questions (“Will the pumpkins return this October?”), while harder ones vanish into the ether like a recalled motif style. When responses do arrive, they’re often framed in the language of “we’re listening,” which has come to function more as ritual than reassurance.
So here’s a modest proposal.
Why not take a page from developers like Ghostcrawler (League/WoW) or Ion Hazzikostas (WoW), who—whatever their flaws—at least attempted periodic, structured communication that addressed thorny systems questions head-on? These weren’t always smooth, but they acknowledged the community’s capacity for complexity. Sometimes even candor.
A monthly systems Q&A. A short devblog explaining philosophical priorities. Even a regular “here’s what we’re working on, and here’s what we’re not” post. Anything that signals, even faintly, that player feedback is being heard, engaged, and integrated—not just politely acknowledged before being swept into a spreadsheet.
We know you can’t answer every question. But it’s increasingly hard to avoid the feeling that the questions being answered are selected for their safety, not their significance.
And that’s not communication. That’s containment.
Hi all, just wanted to follow up on this thread. Appreciate the overall conversation here. Sorry in advance, this is going to be a long one.
So to start, we have been making strides in communication on a few fronts.
So with that, my action items for you are this: share with us communication methods you have resonated with from other games you play. Obviously we cannot do everything, but being able to identify what is working for you can better narrow our focus in giving you the comms you desire. Happy to read any additional feedback and relay what is needed to the correct teams.
(Also sorry for any typos. Wrote this over the course of a few hours between meetings, so if anything doesn't make sense, I can edit.)