VidmaVirtual wrote: »@Aislinna
That is not how business accounting works. You cannot amortize active live-service revenue over pre-launch development years when the product wasn't even on the market generating sales.
The initial development costs from 2007 to 2014 were capital investments that were cleared and paid off a long time ago within the game's first few successful years.
We are discussing the current financial health of the game in 2026. Evaluating a live-service title's ability to fund a modern upgrade by dragging in pre-launch sunk costs from nearly two decades ago is a massive reach. The reality remains unchanged: the game generates immense monthly revenue right now, and reinvesting in its core technology is standard product lifecycle management.
LittleLionLeone wrote: »They clearly have a reduced budget compared to previous years, so even in a realm where it would be possible on a technical level, it wouldn't happen now.
VidmaVirtual wrote: »@Aislinna
That is not how business accounting works. You cannot amortize active live-service revenue over pre-launch development years when the product wasn't even on the market generating sales.
The initial development costs from 2007 to 2014 were capital investments that were cleared and paid off a long time ago within the game's first few successful years.
We are discussing the current financial health of the game in 2026. Evaluating a live-service title's ability to fund a modern upgrade by dragging in pre-launch sunk costs from nearly two decades ago is a massive reach. The reality remains unchanged: the game generates immense monthly revenue right now, and reinvesting in its core technology is standard product lifecycle management.
You mentioned the $2 billion lifetime revenue number, which had to pay off those pre-development costs. If you are only wanting to talk about current financial health, then don't bring up lifetime revenue numbers, bring up current financial numbers that you don't have information about. Anyway, I am sure the accountants at ZOS know more about their accounting numbers than you or I do. If they felt making a major expenditure in re-working the game and engine was worth it, I'm sure they would do it. Have a good night.
VidmaVirtual wrote: »Gabriel_H!
If the Vengeance campaign was successfully absorbing the player base and solving the issue, the developers wouldn't have literally just posted a message stating that they are monitoring Gray Host queue times and considering opening Blackreach specifically for Gray Host overflow. The developers themselves openly acknowledge that the GH queues are a major problem right now.
Gray Host isn’t popular due to some "concerted effort" to make it look busy; it’s popular because it runs the traditional, standard ruleset (CP/Proc enabled) that the vast majority of the PvP community builds their characters for. Many players simply do not want to play with the restricted rulesets of other campaigns, which is why they prefer to sit in a 2-hour GH queue instead.
Furthermore, even if Vengeance does see a spike during absolute prime-time hours, the fact that these campaigns hit their population limits so quickly and trigger massive queues just proves the core issue: the population caps per campaign are incredibly low.
The only reason ZOS had to lower the player caps to these levels over the years is because the engine cannot handle more players fighting in the same zone without the simulation completely collapsing. Whether you split players into Gray Host, Vengeance, or Blackreach, the root problem remains the same—the engine limits how many of us can actually play together.
Inside these nodes, an Entity Component System can unpack heavy player objects into flat memory tables, allowing server CPUs to calculate thousands of complex variables in parallel. This hybrid approach handles full build freedom and massive player caps simultaneously, eliminating the need for forced, watered-down campaign templates.
VidmaVirtual wrote: »
VidmaVirtual wrote: »
No. Again, that isn't the engine. Lets stick with the car metaphor.
The engine makes the whole thing go. The ruleset is the steering, brakes, lights and indicators.
ZOS have optimised the game code (the ruleset) as much as they can. Without inventing an entirely new programming language that is more efficient than C++ they've taken that as far as it can go.
The servers cannot process efficiently all the calculations the game code is throwing at them. There is no getting around that without improving the speeds of server processors, both single and multi-threaded - which isn't up to ZOS.
So, ZOS are left with two choices: Reduce the population further or revise the ruleset. They went with the latter and offered up Vengeance.
I don't like Vengeance, not least because I believe there was a more elegant solution. Me being picky aside, I feel it is too limiting and can be expanded without affecting performance - because the performance is better, a lot lot better.
So, which do you want? Less people or less calculations?
they'd have to remake the whole game with a new engine. you're also just kicking the problem down the road. The problem isn't the engine it's the lazy handling of devs over the years. Futureproofing systems is not something eso started doing until recently (at least, not strongly). you talk as if you know everything but you should realize that it will take at LEAST 5 years to rewrite the entirety of ESO in a new engine, by which point we're already outdated. It's not about the engine's age. you should be asking for devs to take performance concerns and future proofing more seriously. asking them to remake the whole game with a new engine is just going to get some laughs in their office (tired laughs, people say this *** all the time. but you cant replace the engine in an existing 15+ year old game thats like asking to entirely change the metals used in your PC. sure you can do this but it wont change performance without changing the way the metals are used and it will just take an unfathomable amount of time.)
VidmaVirtual wrote: »@karthrag_inak
You completely understands that there are many shiny new things Khajiit would like to see in Tamriel!
But consider this: no matter how many beautiful new zones, exciting stories, or fancy styles ZOS brings to the game, it becomes very hard to enjoy them if the ground beneath our paws is constantly lagging.
A strong foundation makes everything else better. If we upgrade the core engine, it means future development for all those other things Khajiit wants will become much easier, faster, and run smoother for everyone. Plus, fewer long queues means more time to spend gold in the taverns! 🙂
karthrag_inak wrote: »VidmaVirtual wrote: »@karthrag_inak
You completely understands that there are many shiny new things Khajiit would like to see in Tamriel!
But consider this: no matter how many beautiful new zones, exciting stories, or fancy styles ZOS brings to the game, it becomes very hard to enjoy them if the ground beneath our paws is constantly lagging.
A strong foundation makes everything else better. If we upgrade the core engine, it means future development for all those other things Khajiit wants will become much easier, faster, and run smoother for everyone. Plus, fewer long queues means more time to spend gold in the taverns! 🙂
never experienced any such problems -shrug-
They weren't saying that ESO would be shut down for 5 years, they're saying it would take that long for the game to be written to a new engine, at which point it'll just be outdated again. Which is a point I was going to make myself; they'd be stuck in a perpetual loop of upgrading the engine because the last one is already outdated. The amount of resources that would take is unrealistic to expect them to spend.
Beyond that, how likely is it they could transfer character data to a new engine? How likely is it that transfer would go over without breaking or corrupting somehow? I can guarantee that if people had to start over a fair number who've been playing for a while would just quit. And then a bunch of resources have been spent on something that will likely tank because a bunch of people didn't bother playing anymore after losing everything.
VidmaVirtual wrote: »They weren't saying that ESO would be shut down for 5 years, they're saying it would take that long for the game to be written to a new engine, at which point it'll just be outdated again. Which is a point I was going to make myself; they'd be stuck in a perpetual loop of upgrading the engine because the last one is already outdated. The amount of resources that would take is unrealistic to expect them to spend.
Beyond that, how likely is it they could transfer character data to a new engine? How likely is it that transfer would go over without breaking or corrupting somehow? I can guarantee that if people had to start over a fair number who've been playing for a while would just quit. And then a bunch of resources have been spent on something that will likely tank because a bunch of people didn't bother playing anymore after losing everything.
@Arunei That is a very common fear, but it misunderstands how modern software database architecture and product lifecycles actually work.
First, regarding character data: Player accounts, items, achievements, and Crown Store purchases are stored in SQL/NoSQL server databases—they are completely independent of the game client’s rendering or physics engine. When an MMO migrates its backend code, they aren't erasing the database; they are simply changing the software layer that reads that data. It is the exact same process ZOS already does during database maintenance or database refreshes. No one would lose their characters or have to start over.
Second, the idea of a "perpetual loop of upgrading" is a false premise. A well-designed, modern game engine doesn't become obsolete in 5 years. Engines like Unreal Engine or highly optimized custom C++ frameworks are designed to be modular and scalable. They form a solid technical foundation that lasts for 10 to 15 years through incremental API updates (like moving from DirectX 11 to DirectX 12), without requiring a complete rewrite every time.
The current ESO engine has lasted over a decade. The problem is that it has reached its absolute structural limit and accumulated too much technical debt. Investing in a next-gen architecture now isn't a "waste of resources"—it is the only way to build a foundation that can sustain the next 10 years of content, crossplay, and modern player populations without forcing us into locked, watered-down campaigns.
VidmaVirtual wrote: »They weren't saying that ESO would be shut down for 5 years, they're saying it would take that long for the game to be written to a new engine, at which point it'll just be outdated again. Which is a point I was going to make myself; they'd be stuck in a perpetual loop of upgrading the engine because the last one is already outdated. The amount of resources that would take is unrealistic to expect them to spend.
Beyond that, how likely is it they could transfer character data to a new engine? How likely is it that transfer would go over without breaking or corrupting somehow? I can guarantee that if people had to start over a fair number who've been playing for a while would just quit. And then a bunch of resources have been spent on something that will likely tank because a bunch of people didn't bother playing anymore after losing everything.
@Arunei That is a very common fear, but it misunderstands how modern software database architecture and product lifecycles actually work.
First, regarding character data: Player accounts, items, achievements, and Crown Store purchases are stored in SQL/NoSQL server databases—they are completely independent of the game client’s rendering or physics engine. When an MMO migrates its backend code, they aren't erasing the database; they are simply changing the software layer that reads that data. It is the exact same process ZOS already does during database maintenance or database refreshes. No one would lose their characters or have to start over.
Second, the idea of a "perpetual loop of upgrading" is a false premise. A well-designed, modern game engine doesn't become obsolete in 5 years. Engines like Unreal Engine or highly optimized custom C++ frameworks are designed to be modular and scalable. They form a solid technical foundation that lasts for 10 to 15 years through incremental API updates (like moving from DirectX 11 to DirectX 12), without requiring a complete rewrite every time.
The current ESO engine has lasted over a decade. The problem is that it has reached its absolute structural limit and accumulated too much technical debt. Investing in a next-gen architecture now isn't a "waste of resources"—it is the only way to build a foundation that can sustain the next 10 years of content, crossplay, and modern player populations without forcing us into locked, watered-down campaigns.
VidmaVirtual wrote: »They weren't saying that ESO would be shut down for 5 years, they're saying it would take that long for the game to be written to a new engine, at which point it'll just be outdated again. Which is a point I was going to make myself; they'd be stuck in a perpetual loop of upgrading the engine because the last one is already outdated. The amount of resources that would take is unrealistic to expect them to spend.
Beyond that, how likely is it they could transfer character data to a new engine? How likely is it that transfer would go over without breaking or corrupting somehow? I can guarantee that if people had to start over a fair number who've been playing for a while would just quit. And then a bunch of resources have been spent on something that will likely tank because a bunch of people didn't bother playing anymore after losing everything.
@Arunei That is a very common fear, but it misunderstands how modern software database architecture and product lifecycles actually work.
First, regarding character data: Player accounts, items, achievements, and Crown Store purchases are stored in SQL/NoSQL server databases—they are completely independent of the game client’s rendering or physics engine. When an MMO migrates its backend code, they aren't erasing the database; they are simply changing the software layer that reads that data. It is the exact same process ZOS already does during database maintenance or database refreshes. No one would lose their characters or have to start over.
Second, the idea of a "perpetual loop of upgrading" is a false premise. A well-designed, modern game engine doesn't become obsolete in 5 years. Engines like Unreal Engine or highly optimized custom C++ frameworks are designed to be modular and scalable. They form a solid technical foundation that lasts for 10 to 15 years through incremental API updates (like moving from DirectX 11 to DirectX 12), without requiring a complete rewrite every time.
The current ESO engine has lasted over a decade. The problem is that it has reached its absolute structural limit and accumulated too much technical debt. Investing in a next-gen architecture now isn't a "waste of resources"—it is the only way to build a foundation that can sustain the next 10 years of content, crossplay, and modern player populations without forcing us into locked, watered-down campaigns.
This is great but where is this magic mmo engine?
AlienatedGoat wrote: »VidmaVirtual wrote: »They weren't saying that ESO would be shut down for 5 years, they're saying it would take that long for the game to be written to a new engine, at which point it'll just be outdated again. Which is a point I was going to make myself; they'd be stuck in a perpetual loop of upgrading the engine because the last one is already outdated. The amount of resources that would take is unrealistic to expect them to spend.
Beyond that, how likely is it they could transfer character data to a new engine? How likely is it that transfer would go over without breaking or corrupting somehow? I can guarantee that if people had to start over a fair number who've been playing for a while would just quit. And then a bunch of resources have been spent on something that will likely tank because a bunch of people didn't bother playing anymore after losing everything.
@Arunei That is a very common fear, but it misunderstands how modern software database architecture and product lifecycles actually work.
First, regarding character data: Player accounts, items, achievements, and Crown Store purchases are stored in SQL/NoSQL server databases—they are completely independent of the game client’s rendering or physics engine. When an MMO migrates its backend code, they aren't erasing the database; they are simply changing the software layer that reads that data. It is the exact same process ZOS already does during database maintenance or database refreshes. No one would lose their characters or have to start over.
Second, the idea of a "perpetual loop of upgrading" is a false premise. A well-designed, modern game engine doesn't become obsolete in 5 years. Engines like Unreal Engine or highly optimized custom C++ frameworks are designed to be modular and scalable. They form a solid technical foundation that lasts for 10 to 15 years through incremental API updates (like moving from DirectX 11 to DirectX 12), without requiring a complete rewrite every time.
The current ESO engine has lasted over a decade. The problem is that it has reached its absolute structural limit and accumulated too much technical debt. Investing in a next-gen architecture now isn't a "waste of resources"—it is the only way to build a foundation that can sustain the next 10 years of content, crossplay, and modern player populations without forcing us into locked, watered-down campaigns.
That makes it sound so easy, when it's not. Engines are not some neat little package that can be swapped in and out - they are messy and they have quirks - especially older engines like this. It would be a massive undertaking and a huge commitment of labor and resources for this studio to switch engines. Given the recent cost-cutting by the parent company, I do not see them committing to any major expenditures like this anytime soon. And again, I don't believe they should. Simply put, there are far better ways to spend time and money developing things for ESO.
Furthermore, using an LLM to construct your posts for you isn't discussing in good faith, language barrier or not. After reading through this thread, it's abundantly clear that this is what you are doing. Present your own ideas and arguments.