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Quick Question About Necromancer/Beast Tamer skill Lines.

Ravinsild
Ravinsild
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Basically to anyone at ZOS:

In the most generic and general sense possible of say the next 30 years do you have in any place in your plans period, even if it's at the bottom, for a Necromancy or Beast Tamer skill line? Is it even a blip on your radar?

Just curious if that's something to look forward to at all in any future sense or if it's just been X'd out and 0 potential.

Of course there's a lot of content that could be created around these skill lines and I could give examples if you care to know.

Really just looking for a quick "Yep maybe one day" or "No, zero plants, can't happen with our hard/software".

Thanks!
-Ravinsild
  • Acrolas
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    They have a new marketing director who isn't all that keen on letting details slip out before official confirmations. Like it should be.

    She probably had a small series of strokes over Vvardenfell, and possibly a few more with recent icon mining.

    So don't expect a confirmation or a denial on anything resembling a wish list. Ask questions about existing mechanics or content instead. They have every right, from both a legal and a competitive standpoint, to remain silent on features of upcoming product.
    signing off
  • Ravinsild
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    Many games I've played, and many game directors, will answer simply with "Yes we want to do that if we can" or "That's on our radar in general" but otherwise give no exact dates, times or even confirmation. Just an acknowledge of "Yes we are maybe looking to it, it's not a promise, it's just possible maybe."
  • Morimizo
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    Whether as skill lines or new classes, both the OP's ideas sound fun to me. Maybe they'll communicate a bit of info about upcoming content at E3 next week? We can hope.

    And isn't ESO Live's motto, "Ask us Anything?"

    Ask away OP, if they don't want to say yet, they won't, but they MIGHT.
  • Acrolas
    Acrolas
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    Ravinsild wrote: »
    Just an acknowledge of "Yes we are maybe looking to it, it's not a promise, it's just possible maybe."

    And how many of those vague non-answers ever became a reality?

    I know. Not enough to matter, and not worth the initial tease of content that never actually came.
    Non-answers aim to please in the short-term, but are quite often sources of disappointment when something somebody said might happen never actually does.

    Good communication is better than no communication. But no communication is better than non-communication.
    signing off
  • Ravinsild
    Ravinsild
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    Acrolas wrote: »
    Ravinsild wrote: »
    Just an acknowledge of "Yes we are maybe looking to it, it's not a promise, it's just possible maybe."

    And how many of those vague non-answers ever became a reality?

    I know. Not enough to matter, and not worth the initial tease of content that never actually came.
    Non-answers aim to please in the short-term, but are quite often sources of disappointment when something somebody said might happen never actually does.

    Good communication is better than no communication. But no communication is better than non-communication.

    A lot of them. Granted it took like 10 years for Demon Hunters to become a thing in WoW, etc.. However if I had to guess, I'd say probably 50% maybe more of these "they're on our radar" have been implemented.

    After all - what was it? 3 years? They said they were working on Thieves guild and Dark Brotherhood here. The Veteran Rank system finally went away. ESO has a great track record of implementing things they said they're working on. It just takes a long, long time sometimes. Worth the wait.

    Edited by Ravinsild on June 9, 2016 6:43PM
  • itehache
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    It would be so cool though... I would not play a necromancer but I would definately enjoy a beast master playstyle. I currently play as what I imagine it is a hunter and I have the wolf mount, it would be awesome to be able to play with a pet as well!!

    Hopefully one day they will bring it up :smile: but I am sure they have awesome ideas.

    Cheers.
  • Ravinsild
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    itehache wrote: »
    It would be so cool though... I would not play a necromancer but I would definately enjoy a beast master playstyle. I currently play as what I imagine it is a hunter and I have the wolf mount, it would be awesome to be able to play with a pet as well!!

    Hopefully one day they will bring it up :smile: but I am sure they have awesome ideas.

    Cheers.

    Well there's gameplay in collecting beasts. Having the stable be more than just for your horse, but also storage for exotic and weird pets.

    There's all kinds of "Beast" monsters from reptiles to mammals. They could be tamed to fight along-side you.

    Then there's special or rare monsters, different models, unique color schemes only that one particular mob has, etc.

    Trapping Challenges such as "Kite X monsters for Y % of HP or Time, if it touches you you die" so you can get cool exotic/rare beasts like that.

    Tracking quests where you follow rare beasts throughout the land and when you finally find them you tame them.

    Of course if it's a skill-line you can be a Ranger with a bow or a huntsman with dual axes or a wizard with an owl familiar, etc...

    Just the general fantasy of "Beast Mastery" be it druids or whatever. The whole "Animal Companion" thing is interesting and fun, even from D&D to Far Cry Primal to WoW to GW to many other games and mediums (Movies, TV, Books, Games).

    Pet classes are fun.

    The above can apply to Necromancer with enslaving Daedra or Undead to serve you, summoning hordes of weak monsters or channeling to create a giant super abomination, etc...

    There's a lot of gameplay and interesting ideas and content that could be built around these skill trees for those who love pet classes.

    In the mean time...at least sorcerer pet builds exist even if they're bad. I'd rather be bad and have fun/look cool than play the generic boring max DPS way.
  • bedlom
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    Anything that gives me a good selection of cool pets that fight.
    I hate the sorc pets! Not so much them but the variety.
  • Ravinsild
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    bedlom wrote: »
    Anything that gives me a good selection of cool pets that fight.
    I hate the sorc pets! Not so much them but the variety.

    Agreed. Sorcerer pets are very much limited sadly. More pets in general is for sure generally more enjoyment for those interested and those who aren't....it doesn't hurt them at all. Some people only play MM or Surv hunters in WoW, or sacrifice their Warlock pets in WoW...some people play the pet focused builds.

    Same here. Everybody keeps their same old stuff, but pet lovers gain more options.
  • itehache
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    @Ravinsild I really hope the team reads your ideas, they are really nice.

    I do have a pet though, the nice little fennex fox. I got with the crowns they gave me for subscribing, but I cannot interact with him at all! I thought you could at least feed the poor things haha.
  • Morimizo
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    itehache wrote: »
    @Ravinsild I really hope the team reads your ideas, they are really nice.

    I do have a pet though, the nice little fennex fox. I got with the crowns they gave me for subscribing, but I cannot interact with him at all! I thought you could at least feed the poor things haha.

    I think ZOS has an opportunity to instigate some sort of interaction with pets via the new Personality system, but that will just be a RP thing (which still would be cool) rather than have pets like the Fox or Bantam Guar actually participate in combat.

    Though a shared Ultimate with the Nibenay Mudcrab that destroys scores of players in PVP would be magnificent.

    And totally lore friendly.

  • Ravinsild
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    Morimizo wrote: »
    itehache wrote: »
    @Ravinsild I really hope the team reads your ideas, they are really nice.

    I do have a pet though, the nice little fennex fox. I got with the crowns they gave me for subscribing, but I cannot interact with him at all! I thought you could at least feed the poor things haha.

    I think ZOS has an opportunity to instigate some sort of interaction with pets via the new Personality system, but that will just be a RP thing (which still would be cool) rather than have pets like the Fox or Bantam Guar actually participate in combat.

    Though a shared Ultimate with the Nibenay Mudcrab that destroys scores of players in PVP would be magnificent.

    And totally lore friendly.

    I want one of those Dregh things. They're creepy. They could have that skill where they cocoon people in mud that's like a 2 second stun or whatever is balanced.

    There could be so many interesting things and content that could come from this. Oh well. I'll keep dreaming.
  • NativeJoe
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    Ravinsild wrote: »
    Basically to anyone at ZOS:

    In the most generic and general sense possible of say the next 30 years do you have in any place in your plans period, even if it's at the bottom, for a Necromancy or Beast Tamer skill line? Is it even a blip on your radar?

    Just curious if that's something to look forward to at all in any future sense or if it's just been X'd out and 0 potential.

    Of course there's a lot of content that could be created around these skill lines and I could give examples if you care to know.

    Really just looking for a quick "Yep maybe one day" or "No, zero plants, can't happen with our hard/software".

    Thanks!
    -Ravinsild

    No.

    reason:
    Balancing what we have now has been a multiyear endeavor. Adding in new skill lines is even a questionable action at this point. let alone a whole other class, multiple skill lines, and their whole balance with existing sets.
    650cp+ Sorcerer 100+ days /played
    Broken'Stick North American Server
    https://www.twitch.tv/trixytricks
  • Ravinsild
    Ravinsild
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    NativeJoe wrote: »
    Ravinsild wrote: »
    Basically to anyone at ZOS:

    In the most generic and general sense possible of say the next 30 years do you have in any place in your plans period, even if it's at the bottom, for a Necromancy or Beast Tamer skill line? Is it even a blip on your radar?

    Just curious if that's something to look forward to at all in any future sense or if it's just been X'd out and 0 potential.

    Of course there's a lot of content that could be created around these skill lines and I could give examples if you care to know.

    Really just looking for a quick "Yep maybe one day" or "No, zero plants, can't happen with our hard/software".

    Thanks!
    -Ravinsild

    No.

    reason:
    Balancing what we have now has been a multiyear endeavor. Adding in new skill lines is even a questionable action at this point. let alone a whole other class, multiple skill lines, and their whole balance with existing sets.

    1) Balance is never perfect.
    2) League of Legends has 121 champions and started with 40. Balance is always in flux but the competitive scene is stable.
    3) WoW started with 9 classes and now has 12 and has been relatively balanced with a few outliers for awhile now.
    4) FFXIV added 4 new classes and a giant content patch expansion with new features and the game is pretty well balanced but still not perfect.

    I could keep going, but what I'm saying is other games have been around and keep adding new content and new features and new classes/skills but somehow manage. People keep playing. Balance changes. Usually it improves over time.

    Give these developers a little credit.
  • itehache
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    @Morimizo Yes, I know it would be only for rp or "for fun", and completely useless in a way, but it would be nice and it would add a little bit of immersion I suppose ^^
  • ADarklore
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    Honestly, I'm not sure ZOS ever plans to introduce another skill line. They continuously throw us DLCs with 'passive' skill lines, but in the reality of the scheme of things, they could never introduce an awesome skill line that was PAID, because everyone would be barking about P2W. Right now we have Vampire and WW, but those are available both in-game and paid and are, IMO, so lack-luster I wouldn't even call them a true 'skill line'. Thus, even if ZOS was to add a new line, it would have to be in the same category as Vampire and WW... meaning they would be less effective than Class and Weapon lines... so in that regard, what's the point? The create content based around a lack-luster skill line... I just don't see that happening.
    CP: 2078 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • ADarklore
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    Ravinsild wrote: »
    No.

    reason:
    Balancing what we have now has been a multiyear endeavor. Adding in new skill lines is even a questionable action at this point. let alone a whole other class, multiple skill lines, and their whole balance with existing sets.

    1) Balance is never perfect.
    2) League of Legends has 121 champions and started with 40. Balance is always in flux but the competitive scene is stable.
    3) WoW started with 9 classes and now has 12 and has been relatively balanced with a few outliers for awhile now.
    4) FFXIV added 4 new classes and a giant content patch expansion with new features and the game is pretty well balanced but still not perfect.

    I could keep going, but what I'm saying is other games have been around and keep adding new content and new features and new classes/skills but somehow manage. People keep playing. Balance changes. Usually it improves over time.

    Give these developers a little credit.

    You're talking about the same developers who add more bugs with each DLC and then spend weeks trying to figure out how to fix them and many they seem unable to fix... we're still suffering from TG bugs to this day with NO ETA on fixes. DB added a ton more bugs, quest bugs, crashes, grouping tool, etc... still no fixes. Sorry, but I'm losing my ability to give them credit when I constantly see that they realize there is a bug but are unable to fix it and when they do fix it, a future DLC causes it to bug out again. Futhermore, I also can't help but wonder about the difference between the talent that those other MMOs have and the ones ZOS has employed. It wouldn't surprise me if the ones working for those other MMOs have had years of experience while the ones at ZOS, a start-up company, probably doesn't have. After all, it took them an extra year to even get the console version to work... and to this day consoles have major issues with stability.
    Edited by ADarklore on June 10, 2016 7:32PM
    CP: 2078 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
  • Ravinsild
    Ravinsild
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    ADarklore wrote: »
    Ravinsild wrote: »
    No.

    reason:
    Balancing what we have now has been a multiyear endeavor. Adding in new skill lines is even a questionable action at this point. let alone a whole other class, multiple skill lines, and their whole balance with existing sets.

    1) Balance is never perfect.
    2) League of Legends has 121 champions and started with 40. Balance is always in flux but the competitive scene is stable.
    3) WoW started with 9 classes and now has 12 and has been relatively balanced with a few outliers for awhile now.
    4) FFXIV added 4 new classes and a giant content patch expansion with new features and the game is pretty well balanced but still not perfect.

    I could keep going, but what I'm saying is other games have been around and keep adding new content and new features and new classes/skills but somehow manage. People keep playing. Balance changes. Usually it improves over time.

    Give these developers a little credit.

    You're talking about the same developers who add more bugs with each DLC and then spend weeks trying to figure out how to fix them and many they seem unable to fix... we're still suffering from TG bugs to this day with NO ETA on fixes. DB added a ton more bugs, quest bugs, crashes, grouping tool, etc... still no fixes. Sorry, but I'm losing my ability to give them credit when I constantly see that they realize there is a bug but are unable to fix it and when they do fix it, a future DLC causes it to bug out again. Futhermore, I also can't help but wonder about the difference between the talent that those other MMOs have and the ones ZOS has employed. It wouldn't surprise me if the ones working for those other MMOs have had years of experience while the ones at ZOS, a start-up company, probably doesn't have. After all, it took them an extra year to even get the console version to work... and to this day consoles have major issues with stability.

    People have been crying "this game is dead" from the beginning though. I was in a few of the beta tests. I was reading the forums this whole time. The game has always had bugs. It was nearly unplayable at launch.

    However, and I don't have a data spreadsheet, I'm not an insider, I don't actually /know/ but my guess is that the game is getting better. It feels like it's improving. A lot of the launch problems aren't around right now. They fixed up and patched up legitimately useless and 100% broken non-functioning skill lines. Are they as powerful or as useful as everyone would like them to be? Probably not. But they are infinitely and objectively better than how they started.

    The game is moving in a good direction. Blizzard (like ZOS with the Sorcs) has taken classes from #1 ultra DPS must have every raid stack 4 of them or you're bad to garbage can reroll delete your character balance swings in a single class too for multiple classes over the years. It happens. No game or developer is perfect.

    However this game objectively just on paper has WAY better quality of life than it did at launch. I don't have the data though. I can't say it's grown or shrunk or maintained. I don't know how many subscribers vs free players, console vs PC. I don't know who all is playing and how. But the game definitely feels more fun and way better and I don't regret buying it.
  • Ravinsild
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    Acrolas wrote: »
    They have a new marketing director who isn't all that keen on letting details slip out before official confirmations. Like it should be.

    She probably had a small series of strokes over Vvardenfell, and possibly a few more with recent icon mining.

    So don't expect a confirmation or a denial on anything resembling a wish list. Ask questions about existing mechanics or content instead. They have every right, from both a legal and a competitive standpoint, to remain silent on features of upcoming product.

    I just want to refer to you here: http://us.battle.net/forums/en/overwatch/topic/20745285677#post-12

    This is the official head developer for Overwatch answering in a very general and generic way of "we're looking at this, we're looking at that, we want to do this" without giving anything specific. This is exactly what I was asking for in this thread.

    Just a simple "Yeah it's in the works someday". I don't think it's a bad idea to communicate with your playerbase at all.

    From the Game Director himself:

    There's a lot going on right now. We're working on content patches throughout the rest of the year and into early 2017 currently. Of course we have long term plans, but we like to remain agile to respond to the current direction of the game and players' needs.

    Our big focus right now is Competitive Play. We did a big push on this feature in beta and got some really amazing feedback. We were hoping that from the beta version of Competitive Play, we would need to do some polish and iteration and then release the feature but we felt like the feedback we got was basically asking for a different direction. So Competitive Play is quite a big effort for us this time around -- almost as much work as the first version. But it's really far along. We're playtesting it multiple times a day. We're also looking into/debating putting up a Public Test Realm for this feature so that we can test it in a larger environment before putting it live. Even when it goes live, I anticipate our first few seasons will require iteration on the feature. We're working very hard to make it awesome at release but there are some things you need to see and feel along with a large population before you can properly sign off on the feature. I anticipate Competitive Play will require a few season's worth of iteration before we're in the place we want to be.

    We're also working on new heroes right now. We have some that are very far along and others that are just getting started. We also have some prototype heroes that may or may not ever see the light of day. We do a lot of prototyping... I don't think we're at a point where I can really talk openly about the release schedule for the new heroes because I don't want to set expectations and then have something come up and suddenly we're backing out on a "promise" we never really made... if that makes sense.

    We're also working on a few new maps right now. One of them is "officially" in our production pipeline as it has passed through enough prototyping and playtesting that we feel confident in it. So that map is in the hands of our art group at this time. They are busy making it look awesome and while they do that, we keep going back and playtesting it to make sure nothing changed between the early level design blockout and the final "artified" version of the map.

    We have a few other maps that are in prototype and playtest phases right now. Some of them will become real maps and some of them will be totally scrapped -- so I can't really commit to you on those. For example, we tested a map yesterday that was amazing yet a total disaster at the same time. Aaron tried some very innovative level design tricks that we hadn't done before in OW. On the upside, the map was very unique. But the we ran into problems with sight lines and the map was basically dominated by long range heroes, leaving heroes like Reaper practically useless. So if we can fix the sight lines while not losing the overall vision, that map might turn into something some day.

    So maps and heroes are being worked on daily. I wish I had dates for you but whatever date I gave you would change and then you'd all be mad at me. The good news is, like we've said before, for Overwatch, we won't be charging for those maps or heroes. Those will just be live updates that will come in a patch for free.

    There are some other features that we have our eye on. For example, we want to make a lot of improvements to the spectator/broadcast/observer functionality in the game. The spectator feature has come a long way since the early days of beta but we know it can be improved. We've gotten tremendous feedback from people running tournaments and have a lot of good ideas how to make the game more watchable. We feel like some of these improvements will also benefit things like PoTG and Highlights as well once we get to them. These features are not being worked on heavily right now. We're more in a mode of design and planning around these. So there's not an immediate timeframe for the spectating stuff. But it's important to us and part of our daily conversation at this point.

    We have a lot we want to do with Highlights and the PoTG as well. We would like to improve those features and there are a lot of cool ideas we want to see happen.

    We talk a lot about the Brawls and Custom Games. These are really cool features that we feel like we haven't even fully scratched the surface with yet. We want to do a lot more with Brawls and there are some seriously awesome ideas from the team as well as the community that we want to get to. For Custom Games, we want to improve overall functionality but figure out a way for players to play more Custom Games with their friends or with strangers (for example, we're researching what a server browser-type feature would look like in OW). This is a ton of work so would not be on the immediate horizon. But in our dream world, you could play Custom Games with 11 other people (friends or strangers) with fun rules in play and gain EXP while doing it... so yeah.

    There is more we want to do with the progression system eventually (this is more long term -- not immediate). We want to give you more customization options (we know people want to have random option for Poses for example). We have some cool ideas of how you could equip more than one spray or voice line... so those are fun things we'd like to get to. But they are minor and are far off. We also have some pretty cool new content we want to add to the progression system -- so we're looking forward to getting some of that in eventually.

    There's an endless list of social feature improvements we want to make. These will most likely make their way in "some at a time" each patch -- rather than as a huge feature. We want to continually improve the social experience. For example, in the upcoming patch that has Competitive Play, you can now instigate many of the social actions on another player any time you have mouse control -- so in Hero Select, Assemble your Heroes, end of round card screen etc. (obviously, PC description listed). It's a minor thing but makes a big difference. So ongoing social feature improvements. We cannot stress enough the game is best played with other people -- it's a team game.

    There are a lot of tech initiatives going on. I'm not the best one to speak to those. Obviously, we're putting a lot of effort against our high bandwith Custom Game option to see if we can explore proliferating that feature further. That's a big tech effort that isn't really player facing most of the time. We make constant adjustments to our matchmaking system. We're reworking some of our internal architecture so that designers can prototype game modes more easily -- not exciting player-facing features but this is the kind of thing that leads to fun stuff for the players eventually.

    And then there is a never ending amount of bug fixing. For example, we have a few bugs on consoles right now that drive us crazy. You cannot leave a game as a group. This needs to be fixed. Also, if a friend gets recommended to your group you get a dialogue telling you to press Y/N... which doesn't exist on a console controller. So this needs to be fixed. There are and will always be things like this that need to be fixed. So that's something we're always addressing. There is a large anti-cheat and anti-hack effort going on, but I can't really discuss that (the first rule of fight club...).

    Obviously, there is a lot more going on -- stuff I am forgetting to mention as well as some surprises. I can't stress this enough: some of this stuff might not happen. The reason developers usually don't give insight like this is because if something changes or doesn't happen, players get very angry at us. I would like to change that dynamic but we need to do that together. We'll share more information with you guys so long as you understand none of this is a promise and things do change throughout the course of development. So when we see a "HOW COME WE DIDN'T GET THE HIGHLY PROMISED RANDOM POSE OPTION" rage post 2 years from now, please feel free to quote this paragraph in the reply...

    We'd love to hear your thoughts on this stuff. We frequently change our focus based on what we're hearing out of the community! Hope that helps to give some clarity on what's going on here in Irvine, CA.
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