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“Improved Communication”: A Modest Proposal

  • katanagirl1
    katanagirl1
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    I haven’t gotten through all the comments yet, but I do disagree about having feedback in video form rather than what we have here. Video production would take more time and money for ZOS, and Kevin is already telling us time is a limited commodity. I don’t think the lack of seriousness is an issue, at least it is not for me. I loved Gina’s witty comments in the patch notes and I enjoy Kevin’s as well. I trust that they are just invested in their work and making work as fun a place as it can be. Hopefully they enjoy their jobs and that is just a part of it.

    Typically issues on the forums get responses when the dev team has figured out the bug or whatever and has a solution. I think it would also be helpful just to hear that the bug has not been tracked down and/or reproduced yet by the dev team. Then players could provide more data to help with the problem. I have seen some of this back-and-forth and it seemed really helpful, more would be better. I can understand the lack of feedback about subclassing, this is something they want to do and it’s going to happen whether we like it or not. Hopefully they are taking our concerns into consideration and maybe implementing them, but I have not seen feedback about that. *wink wink*
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • sans-culottes
    sans-culottes
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    ZOS_Kevin 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.
    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.
    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.

    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. :smiley: )

    A brief follow-up.

    Since posting this, we’ve seen more examples of what I’d call “ritual engagement”: threads acknowledged, comments bookmarked, a few surface-level changes made in response to safe feedback. But on the deeper, structural issues—the kind that affect system design, balance philosophy, and class viability—silence remains the default.

    Players have asked, repeatedly, about Necromancer. About subclassing’s long-term implications. About the complete lack of mechanical response to feedback during the 11.x PTS cycle. And yet the patch notes arrive like a foregone conclusion. Subtle tweaks, a nerfed corpse system, and the same unanswered questions.

    If this is what “improved communication” looks like, then it’s indistinguishable from the status quo.

    The problem isn’t tone. It isn’t that players are asking the wrong way. It’s that ZOS has adopted a mode of engagement where plausible deniability substitutes for transparency. Where polite deflection replaces substantive dialogue. Where responding to Halloween emotes is considered safer than responding to a class’s slow-motion collapse.

    And I get it. Candor is hard. But when the community is told it’s being heard, and the only visible outcome is the removal of persistent corpses and the silence of developers, the message doesn’t land as “we’re listening.” It lands as: “we’re filtering.”

    At some point, acknowledging the question means answering it. Not just tagging it.

    That’s what communication is. Anything else is choreography.
  • Ragnarok0130
    Ragnarok0130
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    ZOS_Kevin 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.
    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.
    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.

    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. :smiley: )

    @ZOS_Kevin this isn’t directed at you since you’re really the players’ only advocate and the person who is single handed responsible for any positive player sentiment towards the studio. I’ve played since closed Beta and have seen the studio promise improved communication over and over and over while going back to radio silence immediately after each crisis subsides. At this point nobody believes the studio when the promise improved communication so we just need the studios to “put up or shut up” as they say since only seeing sustained long term communication improvements will actually placate the player base at this point. Please reiterate to the studio they actually have to follow through with permanent improved communication and not just pop their head out of the bunker, say a few words and then go back to ignoring us for anything to change.

    It would also generate improved player sentiment if they could address long term gripes from players that they’ve ignored like the Templar jabs models and animation, the flurry animation, and so on that are a big concern for those sections of the player base. Given that the system already allows customized actions and models there’s no reason why we can’t be allowed to use the old models and animations.

    Thank you for your time Kevin.
  • Estin
    Estin
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    ZOS_Kevin wrote: »

    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.

    I didn't read every reply so I'm unsure if someone already said it, but I would like to chime in with my own opinion regarding your statement here. Personally, it's never too early to share information on what's being worked on, even if it's only in a concept phase. This is a MMO, something that constantly receives post launch content. There's no need to be secretive with new systems like it's an upcoming single player game. I know ESO is it's own thing and can't be compared to other MMOs such as Runescape, but if there's one thing something like Runescape is good at, it's their clear transparency for what's being worked on in pretty much full detail, and that is something that allows for player feedback in the early stages, something which I feel is pretty important. This is what consider better communication whenever the topic is brought up.

    I do understand that allowing for such feedback in the early stages of development will generate a lot of noise with unhelpful feedback and complaints, but there are players who, as unhealthy as it may be, have been playing the game for years and know the game well enough to know what can and can't work. I'm not saying that their feedback and suggestions are always the right decisions since every one has their own opinion even at that high of a knowledge, but they do often offer some pretty insightful viewpoints that should be taken into consideration during development. I personally believe that it will help a ton to prevent a lot of uncertainty around major systems. Systems like IA, BGs, and Subclassing, while they work, need post development attention to polish them, and on average, that can take well over 2 years to do that, and any players who cared enough would have already moved onto something else by then. It's why I believe Vengeance will turn out to be good since this type of communication is being used for its development, and I wish to see more of it.
    Edited by Estin on May 15, 2025 3:41PM
  • katanagirl1
    katanagirl1
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    Estin wrote: »
    ZOS_Kevin wrote: »

    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.

    I didn't read every reply so I'm unsure if someone already said it, but I would like to chime in with my own opinion regarding your statement here. Personally, it's never too early to share information on what's being worked on, even if it's only in a concept phase. This is a MMO, something that constantly receives post launch content. There's no need to be secretive with new systems like it's an upcoming single player game. I know ESO is it's own thing and can't be compared to other MMOs such as Runescape, but if there's one thing something like Runescape is good at, it's their clear transparency for what's being worked on in pretty much full detail, and that is something that allows for player feedback in the early stages, something which I feel is pretty important. This is what consider better communication whenever the topic is brought up.

    I do understand that allowing for such feedback in the early stages of development will generate a lot of noise with unhelpful feedback and complaints, but there are players who, as unhealthy as it may be, have been playing the game for years and know the game well enough to know what can and can't work. I'm not saying that their feedback and suggestions are always the right decisions since every one has their own opinion even at that high of a knowledge, but they do often offer some pretty insightful viewpoints that should be taken into consideration during development. I personally believe that it will help a ton to prevent a lot of uncertainty around major systems. Systems like IA, BGs, and Subclassing, while they work, need post development attention to polish them, and on average, that can take well over 2 years to do that, and any players who cared enough would have already moved onto something else by then. It's why I believe Vengeance will turn out to be good since this type of communication is being used for its development, and I wish to see more of it.

    The reason I think player feedback is essential to the development of new systems or substantial changes to existing parts of the game is that (in my opinion) the player can more easily see the big picture of how these changes can affect gameplay as a whole. Software development has these “stovepipes” where small teams work on one aspect of the code and another team works on another. Some other group integrates these together at a high level but with little understanding of the details, typically. The player, however, if they are knowledgeable about the game and their characters, have to understand all of it and can determine the optimal way to interact with the changes. Players also can think of novel ways to interact with the game that the devs did not envision and take things in unexpected directions.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • Erickson9610
    Erickson9610
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    Estin wrote: »
    ZOS_Kevin wrote: »

    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.

    I didn't read every reply so I'm unsure if someone already said it, but I would like to chime in with my own opinion regarding your statement here. Personally, it's never too early to share information on what's being worked on, even if it's only in a concept phase. This is a MMO, something that constantly receives post launch content. There's no need to be secretive with new systems like it's an upcoming single player game. I know ESO is it's own thing and can't be compared to other MMOs such as Runescape, but if there's one thing something like Runescape is good at, it's their clear transparency for what's being worked on in pretty much full detail, and that is something that allows for player feedback in the early stages, something which I feel is pretty important. This is what consider better communication whenever the topic is brought up.

    I do understand that allowing for such feedback in the early stages of development will generate a lot of noise with unhelpful feedback and complaints, but there are players who, as unhealthy as it may be, have been playing the game for years and know the game well enough to know what can and can't work. I'm not saying that their feedback and suggestions are always the right decisions since every one has their own opinion even at that high of a knowledge, but they do often offer some pretty insightful viewpoints that should be taken into consideration during development. I personally believe that it will help a ton to prevent a lot of uncertainty around major systems. Systems like IA, BGs, and Subclassing, while they work, need post development attention to polish them, and on average, that can take well over 2 years to do that, and any players who cared enough would have already moved onto something else by then. It's why I believe Vengeance will turn out to be good since this type of communication is being used for its development, and I wish to see more of it.

    What happens when players give feedback that is acknowledged but not acted on?

    Even if players get early access to give feedback on planned features — that's the point of the PTS — players can't expect to always change these upcoming features the way they'd like.

    If players were allowed to see the long term vision for what ESO would become, they shouldn't be able to veto it ahead of time. The current approach allows ZOS to have big reveals that generate hype, while allowing them to choose how they act on player feedback.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Estin
    Estin
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    Estin wrote: »
    ZOS_Kevin wrote: »

    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.

    I didn't read every reply so I'm unsure if someone already said it, but I would like to chime in with my own opinion regarding your statement here. Personally, it's never too early to share information on what's being worked on, even if it's only in a concept phase. This is a MMO, something that constantly receives post launch content. There's no need to be secretive with new systems like it's an upcoming single player game. I know ESO is it's own thing and can't be compared to other MMOs such as Runescape, but if there's one thing something like Runescape is good at, it's their clear transparency for what's being worked on in pretty much full detail, and that is something that allows for player feedback in the early stages, something which I feel is pretty important. This is what consider better communication whenever the topic is brought up.

    I do understand that allowing for such feedback in the early stages of development will generate a lot of noise with unhelpful feedback and complaints, but there are players who, as unhealthy as it may be, have been playing the game for years and know the game well enough to know what can and can't work. I'm not saying that their feedback and suggestions are always the right decisions since every one has their own opinion even at that high of a knowledge, but they do often offer some pretty insightful viewpoints that should be taken into consideration during development. I personally believe that it will help a ton to prevent a lot of uncertainty around major systems. Systems like IA, BGs, and Subclassing, while they work, need post development attention to polish them, and on average, that can take well over 2 years to do that, and any players who cared enough would have already moved onto something else by then. It's why I believe Vengeance will turn out to be good since this type of communication is being used for its development, and I wish to see more of it.

    What happens when players give feedback that is acknowledged but not acted on?

    Even if players get early access to give feedback on planned features — that's the point of the PTS — players can't expect to always change these upcoming features the way they'd like.

    If players were allowed to see the long term vision for what ESO would become, they shouldn't be able to veto it ahead of time. The current approach allows ZOS to have big reveals that generate hype, while allowing them to choose how they act on player feedback.

    By the time something hits PTS, it's far too late for ZOS to act on any given feedback that isn't a minor adjustment. It gets pushed back by 1, 3, or even 6 update cycles, any by then, it doesn't matter anymore. The people who cared enough either forgot or moved on.

    I'll use subclassing as the example since it's something most people, even outside of here, can agree with. The subclassing we're going to get is flat out bad. No two ways about it. Instead of it fitting nicely into the game like a matching puzzle piece, it's breaking off other pieces just so it can fit. The PTS threads are filled with a lot of potential changes to subclassing to make them fit into the game without breaking it, but none of them are going to acted on before release because it would require rebuilding what they've already done. It will take years to implement any changes to subclassing based on prior history.

    I'm not saying that ESO players should have the same voting power as Runescape's players, but they should definitely be given insights as to what's being made so they can provide feedback before it's too late for ZOS to act on it and end up in a situation like we are now, or rather have been for a while. What could fix this? Really the only answer is to change how the PTS works. Instead of putting out the PTS 1-2 months before the set in stone deadline, it can instead be accessible for a week every month starting much sooner such as January. This would give ZOS more time to make much needed changes before release. PTS needs to be more accessible too since I'm certain only ~100 players use it during each cycle. Hype can still be generated even if players have know in detail months in advance. Generating hype through mystery only leads to extreme disappointment (Hello, Home Tours).

    I'll keep using Vengeance as the prime example. Vengeance is currently following the cycle that I'm saying ZOS should switch to. It was only around for a week as nothing more than a quick performance test rather than a proposed concept, but had such a positive reception with many players eager for it to come back. Feedback from players, even from those who didn't like it, is being acted on by adding more skill choices to it for it's next test, and it's very likely more will be added to it with subsequent tests such as passives, stat sets, etc. If ZOS continues with this type of cycle, Vengeance will be a huge success, and that will be because players were given access to it in its early phases. It wouldn't matter if Vengeance is a year out from it's full release. It will still generate a lot of hype for its permanent addition. If Vengeance had been released as a permanent system with what we saw in the Q1 PTS, it would've flopped hard because it was too barebones and everyone would move on before it was finally updated to what it should have been, leaving it as an empty campaign.
    Edited by Estin on May 16, 2025 2:57AM
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