It's a nice letter, but it's good to hear the disconnect between words and actions acknowledged by the (new?) leadership. Here is to hoping that the studio finally puts actions to words this year. Looking forward to the reveal on the 7th.
If the team hasn't seen it (although I'm sure they have), I'd highly recommend reviewing this video from Eigh1 Puppies. He's very concise with his points and brings up many relevant discussions throughout, and I think this is the exact kind of thing that would be valuable for internal review if the studio wants to make the right choices moving forward.https://www.youtube.com/watch?v=9ErxXpxqxY8
We have seen the video from Eigh1 Puppies. Others on the community team have been chatting with him, so we're in communication!
It's a nice letter, but it's good to hear the disconnect between words and actions acknowledged by the (new?) leadership. Here is to hoping that the studio finally puts actions to words this year. Looking forward to the reveal on the 7th.
If the team hasn't seen it (although I'm sure they have), I'd highly recommend reviewing this video from Eigh1 Puppies. He's very concise with his points and brings up many relevant discussions throughout, and I think this is the exact kind of thing that would be valuable for internal review if the studio wants to make the right choices moving forward.https://www.youtube.com/watch?v=9ErxXpxqxY8
We have seen the video from Eigh1 Puppies. Others on the community team have been chatting with him, so we're in communication!
Just curious - will there be any effort to repair relationships with some of the other streamers who've since left? I'm specifically thinking of Nefas, but there's other too. Obviously there was some encounters with ZOS and him that really soured things. But, he provided A LOT of resources, especially around endgame.
Right now, it feels like we only got Hyperioxes and SkinnyCheeks, both of whom expressed some deep frustrations. I'm worried about the overall trajectory of streamer space, they do provide of knowledge that cascades throughout the community.
jad11mumbler wrote: »After ten years playing and keeping up with these end of year posts?
Not even going to read this one after this last year we've had.
I'll believe in change when we see it.
I do hope ZoS finds their footing now and that seasons work out well for us all though.
But until then?
My main concern regarding the value of any promises is that the ESO's dev team is evidently over-extended.
And lately that only has accelerated. I mean:
Scribing now looks like an orphaned feature
Subclassing was introduced prematurely, saddling the dev team with massive technical debt. (I can't believe that was a dev's decision. They must have been overruled / put under severe pressure to release something).
Vengeance development progresses at a snail's pace.
The announced class refresh likewise.
And that's not even talking about the dearth of new story content players are experiencing.
ZOS will have to build something they can sell while trying to catch up on the backlog.
It's not just they made some wrong choices the past year. They're just way too slow with whatever they're doing. Like trying to pretend business as usual while running a skeleton crew.
It's a good start and I really appreciate that problems were acknowledged. Sadly, after this year, I still remain sceptical until I see what's actually on the table, but I keep my opinion open for now and will surely watch the stream.
Totally reasonable. Like Nick said, "actions speak louder than words". It's on us to show what we've been working on, no one else.
tomofhyrule wrote: »My main concern regarding the value of any promises is that the ESO's dev team is evidently over-extended.
And lately that only has accelerated. I mean:
Scribing now looks like an orphaned feature
Subclassing was introduced prematurely, saddling the dev team with massive technical debt. (I can't believe that was a dev's decision. They must have been overruled / put under severe pressure to release something).
Vengeance development progresses at a snail's pace.
The announced class refresh likewise.
And that's not even talking about the dearth of new story content players are experiencing.
ZOS will have to build something they can sell while trying to catch up on the backlog.
It's not just they made some wrong choices the past year. They're just way too slow with whatever they're doing. Like trying to pretend business as usual while running a skeleton crew.
This is a big question for me.
Obviously, we all wish we lived in a perfect world where ESO was 100% free and every new addition was 100% free and we never had to spend a single dime on the game and we just kept getting more and more stuff for nothing.
We do not live in that fantasy world.
So what - beyond Crown Crates - is ESO going to charge for? A lot of the big things they're talking about (the Class refresh, Crossplay, Difficulty options, PvP stuff) are ones that can't be monetized, so what will be monetized? How will ESO be able to support future growth... or even future sustaining of progress? I can't imagine ESO+ subs are going to be sufficient, unless they raise the price (and that won't go over well at all), especially now that there are a fair number of people who have dropped ESO+ specifically because of how this year went.
What has been monetized? New zones. New Classes. We've even seen Companions. New Dungeons/trials. And even the latter two have always been free with ESO+, so what would be our impetus to buy something? They'd need to keep giving some Chapter-esque zones that are exclusive to whatever they want to call the "season pass," or something like a new Class once in a while.
Or... this means they're planning to sell Passes via a series of Writhing Wall-esque FOMO events, which we saw how well that went...
TX12001rwb17_ESO wrote: »Overland difficulty would basically be nerfing the player as opposed to making the enemies stronger, a debuff on you that makes enemies hit harder and you do less damage to them, might as well remove all your gear and CP.
tomofhyrule wrote: »So what - beyond Crown Crates - is ESO going to charge for? A lot of the big things they're talking about (the Class refresh, Crossplay, Difficulty options, PvP stuff) are ones that can't be monetized, so what will be monetized? How will ESO be able to support future growth... or even future sustaining of progress? I can't imagine ESO+ subs are going to be sufficient, unless they raise the price (and that won't go over well at all), especially now that there are a fair number of people who have dropped ESO+ specifically because of how this year went.
tomofhyrule wrote: »My main concern regarding the value of any promises is that the ESO's dev team is evidently over-extended.
And lately that only has accelerated. I mean:
Scribing now looks like an orphaned feature
Subclassing was introduced prematurely, saddling the dev team with massive technical debt. (I can't believe that was a dev's decision. They must have been overruled / put under severe pressure to release something).
Vengeance development progresses at a snail's pace.
The announced class refresh likewise.
And that's not even talking about the dearth of new story content players are experiencing.
ZOS will have to build something they can sell while trying to catch up on the backlog.
It's not just they made some wrong choices the past year. They're just way too slow with whatever they're doing. Like trying to pretend business as usual while running a skeleton crew.
This is a big question for me.
Obviously, we all wish we lived in a perfect world where ESO was 100% free and every new addition was 100% free and we never had to spend a single dime on the game and we just kept getting more and more stuff for nothing.
We do not live in that fantasy world.
So what - beyond Crown Crates - is ESO going to charge for? A lot of the big things they're talking about (the Class refresh, Crossplay, Difficulty options, PvP stuff) are ones that can't be monetized, so what will be monetized? How will ESO be able to support future growth... or even future sustaining of progress? I can't imagine ESO+ subs are going to be sufficient, unless they raise the price (and that won't go over well at all), especially now that there are a fair number of people who have dropped ESO+ specifically because of how this year went.
What has been monetized? New zones. New Classes. We've even seen Companions. New Dungeons/trials. And even the latter two have always been free with ESO+, so what would be our impetus to buy something? They'd need to keep giving some Chapter-esque zones that are exclusive to whatever they want to call the "season pass," or something like a new Class once in a while.
Or... this means they're planning to sell Passes via a series of Writhing Wall-esque FOMO events, which we saw how well that went...
The best thing to happen would be removal of subclassing. Revert it completely.
IMO, how you guys treat PTS feedback is going to be one of the most impactful ways to demonstrate "actions speak louder than words". If there's changes that people straight up don't like on PTS, pumping the brakes on that feature's launch is going to gain the whole company some credibility.
Conversely, if people are poking holes in combat changes, pointing out nasty bugs with content and events, and not one actual developer says anything, then it's going to sink the new leaderships's credibility and another year's content.
IMO, how you guys treat PTS feedback is going to be one of the most impactful ways to demonstrate "actions speak louder than words". If there's changes that people straight up don't like on PTS, pumping the brakes on that feature's launch is going to gain the whole company some credibility.
Conversely, if people are poking holes in combat changes, pointing out nasty bugs with content and events, and not one actual developer says anything, then it's going to sink the new leaderships's credibility and another year's content.
We are discussing a better feedback loop for PTS and a better framing for PTS. That way, we are getting the information needed, but we are also communicating what a proper timeline to see suggested fixes are for you, the player.
For example, changing a damage number is something that is realistic for a quick fix during a PTS cycle. Changing an animation for something is something that would take months, because we need to coordinate with various teams to work on the change. Sounds, VFX, SFX, art direction. So trying to give a better example of timeframe for changes is something we are looking at to provide better context around. That is in addition to working toward more back and forth communication.
There are quite a few things we need to change process wise to make this all happen, some of which you will learn about on Jan. 7, but we hope to have more details on PTS as a process and some of our changes within the first few months of 2026.
IMO, how you guys treat PTS feedback is going to be one of the most impactful ways to demonstrate "actions speak louder than words". If there's changes that people straight up don't like on PTS, pumping the brakes on that feature's launch is going to gain the whole company some credibility.
Conversely, if people are poking holes in combat changes, pointing out nasty bugs with content and events, and not one actual developer says anything, then it's going to sink the new leaderships's credibility and another year's content.
We are discussing a better feedback loop for PTS and a better framing for PTS. That way, we are getting the information needed, but we are also communicating what a proper timeline to see suggested fixes are for you, the player.
For example, changing a damage number is something that is realistic for a quick fix during a PTS cycle. Changing an animation for something is something that would take months, because we need to coordinate with various teams to work on the change. Sounds, VFX, SFX, art direction. So trying to give a better example of timeframe for changes is something we are looking at to provide better context around. That is in addition to working toward more back and forth communication.
There are quite a few things we need to change process wise to make this all happen, some of which you will learn about on Jan. 7, but we hope to have more details on PTS as a process and some of our changes within the first few months of 2026.
IMO, how you guys treat PTS feedback is going to be one of the most impactful ways to demonstrate "actions speak louder than words". If there's changes that people straight up don't like on PTS, pumping the brakes on that feature's launch is going to gain the whole company some credibility.
Conversely, if people are poking holes in combat changes, pointing out nasty bugs with content and events, and not one actual developer says anything, then it's going to sink the new leaderships's credibility and another year's content.
We are discussing a better feedback loop for PTS and a better framing for PTS. That way, we are getting the information needed, but we are also communicating what a proper timeline to see suggested fixes are for you, the player.
For example, changing a damage number is something that is realistic for a quick fix during a PTS cycle. Changing an animation for something is something that would take months, because we need to coordinate with various teams to work on the change. Sounds, VFX, SFX, art direction. So trying to give a better example of timeframe for changes is something we are looking at to provide better context around. That is in addition to working toward more back and forth communication.
There are quite a few things we need to change process wise to make this all happen, some of which you will learn about on Jan. 7, but we hope to have more details on PTS as a process and some of our changes within the first few months of 2026.
So I think the obvious issue here is that it’s taken around 6 months (as per the last live discussion) for DK to be “refreshed” and even assuming the team refines that process and at best halves it, that’s one class per quarter, brining us to mid-2027 to have the classes all sorted by this new paradigm. However, development is a moving target, as you surely know, so by the time we’re on class #4, class #1 will already be falling or unbalanced in areas relative to whatever the new design methodology is.
Furthermore, half of the classes/ lines will be set up with the tank/ healer/ dps segmentation of the latter classes, whereas the first four will not. You’ve created an impossible mess and to be frank, ZOS haven’t demonstrated historically that they have the capacity to finish a system let alone polish it (scribing, subclassing, vampirism, the list goes on and on). The only way to balance classes effectively is to release all classes in one fell swoop (how Blizzard does it with seasonal or expansion patches)—but the team has already decided against this—then balance them against each other in that current meta with subsequent patches.
I don’t know what the numbers are internally, but they seem dismal from the sidelines, and you’re asking for far too much patience from an already exhausted player base. I shudder to think how many people will still be here after a year and 9 months of further tinkering. I’m trying to be positive, but there are clear and worrying signs of catastrophic failure.