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.
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.
Hold on Kevin, I want to make sure this is correct. It takes MONTHS to change an animation on something... due to how far apart ZOS keeps their dev teams separated?
Aside from that, as others have said if there's a major issue discovered in the PTS and if it can't be fixed by the time of release, then the thing's release should ideally just be reversed to its pre-PTS state until the fix is ready.
tomofhyrule wrote: »So what - beyond Crown Crates - is ESO going to charge for?
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.
I agree with others who have said that the most common feedback on PTS is usually not related to animations or visuals, but rather to balance.
For example, the most common feedback on PTS regarding Sorc's Monolith of Storms was its poor 5-item bonus because:
1. It couldn't crit (and wasn't fixed until the very last minute).
2. Strict limitations (An enemy can only take damage from this set once every 2 seconds. Class sets like Corpseburster, which also deal area damage, don't have similar limitations, making Corpseburster still one of Necro's preferred sets).
3. Low damage output (Without the Energized passive, Monolith of Storms deals less damage than most sets).
4. Unbearable procedural conditions (Storm Calling doesn't often fulfill procedural conditions or fit into skill rotations).
Conversely, the least complained-about aspect was the animation of Monolith of Storms. However, just as the Holy Roman Empire was neither holy nor Roman, Monolith of Storms is neither Monolith nor Storms; it's merely a few ugly lightning rods. But this is precisely what receives the fewest complaints, because before the terrible animations, there are other things players care about more: poor balance.
Furthermore, many things that players felt only needed a slight buff/nerf, such as Pyrebrand, were ultimately over-adjusted, rendering them completely unusable or excessively powerful.
Past experience shows that the phrase "...changing a damage number is something that is realistic for a quick fix during a PTS cycle..." often turns into a massive buff/nerf delayed for several patches. Some obviously bad balance issues remain uncorrected even after the PTS ends. For example, during the U46 PTS, players pointed out that Grim Focus's free weapon damage made the skill too powerful, but it wasn't balanced until U47.
Therefore, I think what players are more curious about is how long "quick fix" actually takes, and what the developers mean by "changing a damage number"? Based on past cases, why does a simple request for damage balance often take 4-5 weeks or even longer?
Hold on Kevin, I want to make sure this is correct. It takes MONTHS to change an animation on something... due to how far apart ZOS keeps their dev teams separated?
Aside from that, as others have said if there's a major issue discovered in the PTS and if it can't be fixed by the time of release, then the thing's release should ideally just be reversed to its pre-PTS state until the fix is ready.
No, it's not because teams are separated or anything like that. When something ships, other things are already in the works. Dev pipelines can take 12-18months for something to ship. All we are saying is, for bigger changes like changing an animation, teams all need to rearrange things to make sure they can fit in the fix while not causing cascading impacts that could cause issues with other parts of development.
And also wanted to clarify, I was using my example as just that. It is only an example of things we need to consider during PTS. Not a specific example of only focusing on animations over balance.
twisttop138 wrote: »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.
I agree with others who have said that the most common feedback on PTS is usually not related to animations or visuals, but rather to balance.
For example, the most common feedback on PTS regarding Sorc's Monolith of Storms was its poor 5-item bonus because:
1. It couldn't crit (and wasn't fixed until the very last minute).
2. Strict limitations (An enemy can only take damage from this set once every 2 seconds. Class sets like Corpseburster, which also deal area damage, don't have similar limitations, making Corpseburster still one of Necro's preferred sets).
3. Low damage output (Without the Energized passive, Monolith of Storms deals less damage than most sets).
4. Unbearable procedural conditions (Storm Calling doesn't often fulfill procedural conditions or fit into skill rotations).
Conversely, the least complained-about aspect was the animation of Monolith of Storms. However, just as the Holy Roman Empire was neither holy nor Roman, Monolith of Storms is neither Monolith nor Storms; it's merely a few ugly lightning rods. But this is precisely what receives the fewest complaints, because before the terrible animations, there are other things players care about more: poor balance.
Furthermore, many things that players felt only needed a slight buff/nerf, such as Pyrebrand, were ultimately over-adjusted, rendering them completely unusable or excessively powerful.
Past experience shows that the phrase "...changing a damage number is something that is realistic for a quick fix during a PTS cycle..." often turns into a massive buff/nerf delayed for several patches. Some obviously bad balance issues remain uncorrected even after the PTS ends. For example, during the U46 PTS, players pointed out that Grim Focus's free weapon damage made the skill too powerful, but it wasn't balanced until U47.
Therefore, I think what players are more curious about is how long "quick fix" actually takes, and what the developers mean by "changing a damage number"? Based on past cases, why does a simple request for damage balance often take 4-5 weeks or even longer?
I'm also curious about the wording "a better framing for PTS." Like how the players view the pts now is framed in the wrong way. Like they want to change that and frame the pts in a different light.
Hold on Kevin, I want to make sure this is correct. It takes MONTHS to change an animation on something... due to how far apart ZOS keeps their dev teams separated?
Aside from that, as others have said if there's a major issue discovered in the PTS and if it can't be fixed by the time of release, then the thing's release should ideally just be reversed to its pre-PTS state until the fix is ready.
No, it's not because teams are separated or anything like that. When something ships, other things are already in the works. Dev pipelines can take 12-18months for something to ship. All we are saying is, for bigger changes like changing an animation, teams all need to rearrange things to make sure they can fit in the fix while not causing cascading impacts that could cause issues with other parts of development.
And also wanted to clarify, I was using my example as just that. It is only an example of things we need to consider during PTS. Not a specific example of only focusing on animations over balance.
twisttop138 wrote: »I'm also curious about the wording "a better framing for PTS." Like how the players view the pts now is framed in the wrong way. Like they want to change that and frame the pts in a different light.
Hold on Kevin, I want to make sure this is correct. It takes MONTHS to change an animation on something... due to how far apart ZOS keeps their dev teams separated?
Aside from that, as others have said if there's a major issue discovered in the PTS and if it can't be fixed by the time of release, then the thing's release should ideally just be reversed to its pre-PTS state until the fix is ready.
No, it's not because teams are separated or anything like that. When something ships, other things are already in the works. Dev pipelines can take 12-18months for something to ship. All we are saying is, for bigger changes like changing an animation, teams all need to rearrange things to make sure they can fit in the fix while not causing cascading impacts that could cause issues with other parts of development.
And also wanted to clarify, I was using my example as just that. It is only an example of things we need to consider during PTS. Not a specific example of only focusing on animations over balance.
twisttop138 wrote: »I'm also curious about the wording "a better framing for PTS." Like how the players view the pts now is framed in the wrong way. Like they want to change that and frame the pts in a different light.
I assumed time frames. Indeed the time we get for testing is too short. Just a few weeks before release isn't sufficient if some bigger problem shows up.
Seraphayel wrote: »I guess the important announcement from the stream next year is if they’re revamping their “four patches per year“ model or if they stick to it. I‘d rather have two major releases that are thoroughly tested than four where there is a limit of four weeks for PTS. That said, every update needs to be big enough to last for half a year. Personally, dungeon quarters always felt flat and boring to me as someone who wasn’t that much into dungeons anyway.
Gadamlub14_ESO wrote: »can you tell us what the point of the PTS servers are in the view of ZOS?
Gadamlub14_ESO wrote: »can you tell us what the point of the PTS servers are in the view of ZOS?
We are working on a write up for next year to list out our view of PTS, how we intend to improve communication and any changes that we are making. The details are still being worked out here, so once that is ready, we’ll follow up.
Gadamlub14_ESO wrote: »can you tell us what the point of the PTS servers are in the view of ZOS?
We are working on a write up for next year to list out our view of PTS, how we intend to improve communication and any changes that we are making. The details are still being worked out here, so once that is ready, we’ll follow up.
Hold on Kevin, I want to make sure this is correct. It takes MONTHS to change an animation on something... due to how far apart ZOS keeps their dev teams separated?
Aside from that, as others have said if there's a major issue discovered in the PTS and if it can't be fixed by the time of release, then the thing's release should ideally just be reversed to its pre-PTS state until the fix is ready.
No, it's not because teams are separated or anything like that. When something ships, other things are already in the works. Dev pipelines can take 12-18months for something to ship. All we are saying is, for bigger changes like changing an animation, teams all need to rearrange things to make sure they can fit in the fix while not causing cascading impacts that could cause issues with other parts of development.
And also wanted to clarify, I was using my example as just that. It is only an example of things we need to consider during PTS. Not a specific example of only focusing on animations over balance.
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.
Hold on Kevin, I want to make sure this is correct. It takes MONTHS to change an animation on something... due to how far apart ZOS keeps their dev teams separated?
Aside from that, as others have said if there's a major issue discovered in the PTS and if it can't be fixed by the time of release, then the thing's release should ideally just be reversed to its pre-PTS state until the fix is ready.