Game Engine is not relevant. The point to the post was the character screen is sad and depressing. If ESO chooses to replace it that should be able to be done in a small patch. Will they? Time will tell.
Game Engine is not relevant. The point to the post was the character screen is sad and depressing. If ESO chooses to replace it that should be able to be done in a small patch. Will they? Time will tell.
Tell me you've never worked in IT without telling me you've never worked in IT...dragonlord500 wrote: »Credible_Joe wrote: »dragonlord500 wrote: »I would like to say this.
you could copy the game onto a new engine so the team can get used to it. it would be a special version of the test server but it wont be the same game per-say. that way ESO is on a new engine and after a long time you would be able to easily copy all account data unto the new engine once the devs learn how the new engine works.
There is no copying the game onto a new engine. The engine IS the game. For all practical purposes, there is no separating the game from the engine.
You could do the opposite-- Make a different game with the same engine. But that game would effectively be an ESO reskin with all the flaws and issues currently present.
Over and over again it's explained. Building a new engine, or even just adapting the current game's database to a different engine is the same as asking them to develop an entirely new game from the ground up. And unless you want a moratorium on ESO content for the next 5+ years, that pitch is dead on arrival.
then how and why is the engine they use soo damn limited? I thought anything can be upgraded with new hardware and such. there's no way it can be a programming limit as that can be upgraded endlessly.
you can pretty much copy everything on your old computer over to a new one when you plug in the hard drive to the new one or sign into your microsoft account and a lot of things is copied over to the new computer as well.
I just dont understand how can it ever be like this...
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
twisttop138 wrote: »I believe that the new prologue quest released with this update, as well as news surrounding this years upcoming story involves the worm cult and the return of Manamarco (spelling?) So it would stand to reason Mr. Bal will also be involved. Speculation on my part for sure so grain of salt but it stands to reason.
Edit spelling.
dragonlord500 wrote: »Credible_Joe wrote: »dragonlord500 wrote: »I would like to say this.
you could copy the game onto a new engine so the team can get used to it. it would be a special version of the test server but it wont be the same game per-say. that way ESO is on a new engine and after a long time you would be able to easily copy all account data unto the new engine once the devs learn how the new engine works.
There is no copying the game onto a new engine. The engine IS the game. For all practical purposes, there is no separating the game from the engine.
You could do the opposite-- Make a different game with the same engine. But that game would effectively be an ESO reskin with all the flaws and issues currently present.
Over and over again it's explained. Building a new engine, or even just adapting the current game's database to a different engine is the same as asking them to develop an entirely new game from the ground up. And unless you want a moratorium on ESO content for the next 5+ years, that pitch is dead on arrival.
I just dont understand how can it ever be like this...
dragonlord500 wrote: »JiubLeRepenti wrote: »Thanks @ZOS_Kevin for this explanation.
Although, I just feel like the "technical limitations" have been an excuse for so many things... At this point, if ZOS plans to keep updating the game and if it remains cost-effective, is it even being considered to switch to a new engine?
Gonna piggyback off of this because I see suggestions like this from time to time and I do think context and scope are required when talking about a new engine. And please bear with me because this might be a bit long and I am not an engineer. First, I want to acknowledge that it is frustrating to hear that a feature wanted is not available currently because of a technical limitation. It is frustrating for us too. We want to be able to provide as many options as possible to you (without breaking core design philosophy).
To @LadyGP's general point, changing engines is no small feat. It isn't like copying assets and placing them in a new engine and everything will work as is. Totally understand the thought of switching the engine sounds like it will solve problems, but doing that is more or less the equivalent building a whole new game. Even then, there is no miracle engine. All engines come with pros and cons, which the team has to adapt for.
Technical limitations can encompass a lot. Some of it is we would need to build out the tech to make x thing happen. Sometimes it's "we could do x thing, but then it could cause y issue to happen and that could impact performance." So it is working around those problems and hopefully finding a good solution. And those things conflict with the biggest enemy of all, time.
Now that being said, the good news is we are working on things to better adapt to some of the limitations. That is why we asked for that list of top pain points and bugs. And Rich recently followed up to note that we are working on some of those asks right now and have several others on the roadmap internally. We are working to see what can be tackled now and problem solve how to tackle other requests down the line. This is always going back to what Matt said in the end of year letter. This is a year of change and the goal is to better meet the wants and needs of you, the player.
Also want to note that when we note a technical limitation, that doesn't mean we won't do it. It just means we can't right this second. We take this feedback to the team and we continue to evaluate on what is possible and when. The list of pain points and bugs is also helpful to narrow down our focus.
Hopefully, this was helpful to provide context around how we think about limitations and the thought around switching game engines. And these issues are not unique to us, but rather part of game development.
I would like to say this.
you could copy the game onto a new engine so the team can get used to it. it would be a special version of the test server but it wont be the same game per-say. that way ESO is on a new engine and after a long time you would be able to easily copy all account data onto the new engine once the devs learn how the new engine works.
ill admit it will take quite a long time and it will likely divide the dev team but this way the game can continue to live out a much longer life span on a new more updated engine.
sans-culottes wrote: »dragonlord500 wrote: »Credible_Joe wrote: »dragonlord500 wrote: »I would like to say this.
you could copy the game onto a new engine so the team can get used to it. it would be a special version of the test server but it wont be the same game per-say. that way ESO is on a new engine and after a long time you would be able to easily copy all account data unto the new engine once the devs learn how the new engine works.
There is no copying the game onto a new engine. The engine IS the game. For all practical purposes, there is no separating the game from the engine.
You could do the opposite-- Make a different game with the same engine. But that game would effectively be an ESO reskin with all the flaws and issues currently present.
Over and over again it's explained. Building a new engine, or even just adapting the current game's database to a different engine is the same as asking them to develop an entirely new game from the ground up. And unless you want a moratorium on ESO content for the next 5+ years, that pitch is dead on arrival.
then how and why is the engine they use soo damn limited? I thought anything can be upgraded with new hardware and such. there's no way it can be a programming limit as that can be upgraded endlessly.
you can pretty much copy everything on your old computer over to a new one when you plug in the hard drive to the new one or sign into your microsoft account and a lot of things is copied over to the new computer as well.
I just dont understand how can it ever be like this...
The idea that an engine can be “upgraded endlessly” like hardware is a common misconception, but game engines don’t function the same way as physical components.
A game engine is essentially a massive, interdependent software framework built with a specific set of capabilities and limitations. While some elements can be improved or expanded, the core architecture defines what’s possible.
Think of it like an old house—sure, you can renovate it, upgrade parts of the electrical system, and replace some pipes, but at a certain point, the foundation itself limits what you can do. If you wanted open-concept living but your house was built with essential load-bearing walls, then you’d have to rebuild the house from scratch rather than just “upgrade” the walls away.
ESO’s engine is deeply integrated into every aspect of the game’s systems. Simply “porting it” to a new engine isn’t like swapping a hard drive—it would require reprogramming massive portions of the game from the ground up. That’s why MMOs rarely get full engine replacements; it’s just not feasible without years of redevelopment.
wolfie1.0. wrote: »I wouldn't even mind if there were achievements needed for certain screens...
wolfie1.0. wrote: »I wouldn't even mind if there were achievements needed for certain screens...
I wouldn't appreciate that at all. I don't do achievements, hate that sort of "gold star" system.
wolfie1.0. wrote: »I wouldn't even mind if there were achievements needed for certain screens...
I don't like this idea because we all know that the next step will be: buying your start screen.wolfie1.0. wrote: »I wouldn't even mind if there were achievements needed for certain screens...
I like this idea.... NGL.
It would be cool if you had screens for a bunch of different things. Similar to how trifectas have some mounts there could be screens associated with them. More rewards for doing "the things". Plus, it gives incentive for people to do some older content. Say you have never done this trial before but you really like the screen... now you have a reason to do an older trial.
Obviously this is dependent on if the engine allows it or not but... yeah I like this idea.
I absolutely HATE this login screen.
Totally depressing. I want to be uplifted when I log in to a game. Not depressed.
So happy it's almost Spring here. Everything else is looking up. Then I login to this game and it's like being met with death.
Why there cannot be an option for a different screen, I don't understand. I'm happy for those that like it. But for those that don't, it is just sad and unnecessary to have this inflicted upon us every time we log in.
I'd rather have a blank screen than this...
Why there cannot be an option for a different screen, I don't understand.
Yes. this login screen makes me NOT want to play. It's depressing, bleak and cold. I hate cold harbor and have never played in it for more than an hour. Why can't we have the colourful, cheerful screens we used to have? How bout offering a choice?
Warcraft now has campsite screens for toons.
Surely you clever Zenimax guys can come up with a login screen that doesn't suck the fun out of the game before you even log in?
JiubLeRepenti wrote: »Thanks @ZOS_Kevin for this explanation.
Although, I just feel like the "technical limitations" have been an excuse for so many things... At this point, if ZOS plans to keep updating the game and if it remains cost-effective, is it even being considered to switch to a new engine?
Gonna piggyback off of this because I see suggestions like this from time to time and I do think context and scope are required when talking about a new engine. And please bear with me because this might be a bit long and I am not an engineer. First, I want to acknowledge that it is frustrating to hear that a feature wanted is not available currently because of a technical limitation. It is frustrating for us too. We want to be able to provide as many options as possible to you (without breaking core design philosophy).
To @LadyGP's general point, changing engines is no small feat. It isn't like copying assets and placing them in a new engine and everything will work as is. Totally understand the thought of switching the engine sounds like it will solve problems, but doing that is more or less the equivalent building a whole new game. Even then, there is no miracle engine. All engines come with pros and cons, which the team has to adapt for.
Technical limitations can encompass a lot. Some of it is we would need to build out the tech to make x thing happen. Sometimes it's "we could do x thing, but then it could cause y issue to happen and that could impact performance." So it is working around those problems and hopefully finding a good solution. And those things conflict with the biggest enemy of all, time.
Now that being said, the good news is we are working on things to better adapt to some of the limitations. That is why we asked for that list of top pain points and bugs. And Rich recently followed up to note that we are working on some of those asks right now and have several others on the roadmap internally. We are working to see what can be tackled now and problem solve how to tackle other requests down the line. This is always going back to what Matt said in the end of year letter. This is a year of change and the goal is to better meet the wants and needs of you, the player.
Also want to note that when we note a technical limitation, that doesn't mean we won't do it. It just means we can't right this second. We take this feedback to the team and we continue to evaluate on what is possible and when. The list of pain points and bugs is also helpful to narrow down our focus.
Hopefully, this was helpful to provide context around how we think about limitations and the thought around switching game engines. And these issues are not unique to us, but rather part of game development.
AngryPenguin wrote: »Agreed. The Coldharbour theme is just depressing and off putting. yuk!