VidmaVirtual wrote: »To make it simpler for those who think this is just an unrealistic demand for "prettier graphics," let’s look at the core issue through a simple everyday metaphor:
Imagine we own a 15-year-old house.
Darque.Fluxb14a_ESO wrote: »VidmaVirtual wrote: »To make it simpler for those who think this is just an unrealistic demand for "prettier graphics," let’s look at the core issue through a simple everyday metaphor:
Imagine we own a 15-year-old house.
Your metaphor is a massive understatement of how much is going on, a closer metaphor would be that you have a 100-year-old city, and your recommendation is to tear the whole thing down, to rebuild the electical, sewage, and water systems. It could be done, it would cost a massive amount of money and time, the risk that you would *** up some of the existing behaviors is nearly inevitable as well.
With a 100-year-old city, you carefully approach the rebuilding of each system section by section, step by step.
The other game I play did completely relaunch their game after upgrading to a brand new engine.
It has taken them over 3 years already and they have only converted and re-released about 70% of their previous content, and they've had to aggressively monetize and add microtransactions to pay for the ongoing development. They lost a significant portion of their paying customer base, as well - the legacy game which is no longer supported still maintains a population roughly equal to the pop on the updated engine. So the new version has lower pop in general than the old game did at its prime.
I don't think this is something ESO should do.
I can see where you and your LLM are coming from, but I don't see Zenimax making either the monetary investment or the time investment required.
If they could somehow sell it as ESO 2.0 and have the community pay for the upgrade then maybe that could work, but would everyone pay the equivalent to at least a annual chapter to have the same game on the new engine? Would they want to play through all the new bugs that are likely to be introduced? The advantages would have to be very compelling, and I don't think most players would find it worth it. Maybe they could issue another survey to confirm...
I would also expect that the developers have access to LLMs to look at the code and advise as well, so if the only way out of a mess of code was an engine redesign/reimplementation their AI would tell them the same thing your LLM does and they could do a cost/benefit analysis...
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?
Gabriel_H
Your car metaphor actually highlights exactly where the logic fails.
The "ruleset" (steering, brakes, lights) just tells the car what to do. But the game engine is the transmission and the chassis that transfers that power to the wheels. If you put a modern V8 server processor into a car with a 1990s transmission, you cannot shift gears efficiently. No matter how much power the server has, the outdated engine architecture limits how that power is used.
Also, saying we need a new programming language better than C++ is completely incorrect. The world's most powerful, high-performance game engines—including Unreal Engine 5 and the backends of modern, massive multiplayer architectures—are written entirely in C++. The problem isn't the C++ language itself; it is the legacy, single-threaded architecture of *this specific engine's code* written over a decade ago.
Modern C++ development utilizes highly advanced parallel programming paradigms, asynchronous data pipelines, and Entity Component Systems (ECS) that can natively map calculations across dozens of modern CPU cores simultaneously without data corruption.
So to answer your question: we do not have to choose between "less people or less calculations." That is a false dilemma based on 2010-era software limits. With a modern next-gen engine architecture written in modern C++, the server can easily handle *more people* doing *more calculations* simultaneously. The limitation is the software framework, not the laws of physics or the programming language.
I cannot see how anyone would argue against OPs suggestion. Like why on earth would we not want ZOS to upgrade their tech?
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?
Gabriel_H
Your car metaphor actually highlights exactly where the logic fails.
The "ruleset" (steering, brakes, lights) just tells the car what to do. But the game engine is the transmission and the chassis that transfers that power to the wheels. If you put a modern V8 server processor into a car with a 1990s transmission, you cannot shift gears efficiently. No matter how much power the server has, the outdated engine architecture limits how that power is used.
Also, saying we need a new programming language better than C++ is completely incorrect. The world's most powerful, high-performance game engines—including Unreal Engine 5 and the backends of modern, massive multiplayer architectures—are written entirely in C++. The problem isn't the C++ language itself; it is the legacy, single-threaded architecture of *this specific engine's code* written over a decade ago.
Modern C++ development utilizes highly advanced parallel programming paradigms, asynchronous data pipelines, and Entity Component Systems (ECS) that can natively map calculations across dozens of modern CPU cores simultaneously without data corruption.
So to answer your question: we do not have to choose between "less people or less calculations." That is a false dilemma based on 2010-era software limits. With a modern next-gen engine architecture written in modern C++, the server can easily handle *more people* doing *more calculations* simultaneously. The limitation is the software framework, not the laws of physics or the programming language.
No. The engine is the engine. Period.
The game code is the rest of the car.
The game code isn't single threaded. Player actions are because they have to be. Even multi-threaded calculations have to have a single threaded master thread. Multi-threading has to have locks to stop data corruption and race conditions.
You are imagining a fantasy scenario.
The bottleneck is and will always be player actions. Multi-threads do not solve that.
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.
@wolfie1.0.wolfie1.0. wrote: »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.
Yes, lets talk about the curent financial health of ZOS.
You have to realize some realities here. You picked the absolute worst time to purpose a full rebuild. ZOS does not operate in a bubble.
First of all from what i understand based on my limited knowledge of GAAP you can Amortize developement expenses over the course of the anticipated lifetime of software once its launched to the public. So the cost wouldn't start really decreasing until 2014. But the real question isn't how well ESO and ZOS HAVE performed, its how they are doing now. So past earnings and figures prior to 2021 honestly dont matter. Once the Microsoft aquisition occurred how well ESO and ZOS preformed prior to then only matter in the sense that Microsoft was sold on an expected rate of performance and Return on Investment.
So lets talk corporate. $7.5 billion USD, that is the important number. That is what Microsoft paid to Zenimax private owners to aquire Zenimax, its publishers and game studios. It finalized in 2021, and folded it under the Xbox segment of the corporation. There is no denying that Microsoft could afford it, and could afford to take a loss on it, but corporate and the shareholders would love to see that investment provide an solid return.
So, lets look at the state of Xbox... its a mess, i wont bring up the details here but the news is everywhere. Xbox is NOT doing well. Projects, Studios, and games are folding. Consoles are NOT selling. Gamepass has gone through several pricing changes. Leaderhip has changed. Microsoft has redirected to AI and has invested unreal amounts of money in it.
Meanwhile Xbox is under new leadership, and while not publicy stated the implication is pretty obvious, turn a profit or be gone. New leaders have stated that they are going to invest in core IPs and properties. Thankfully ESO is technically a core IP, but its not mainline Elderscrolls, that could be a boon, it could be a problem, or it could be status qou. Keep in mind that ZOS was forced to cancel a project for a new game that was estimated to have already invested around $400 million (if not more) and created a leadership change. ZOS still needs to recover those funds.
All of this is happening in an enviroment where silicon costs have risen to extreme levels due to AI data center demands. RAM, GPUs, and Storage costs have increased substantially. RAM and storage 2 years ago would have been the cheapest components of any build (including consoles). We have seen price increases on EVERY major system for tech that is 4-5 years old. If Stadia launched today, it might actually have had a better chance to live on longer than it did.
Its in THIS enviroment that you want them to update the core code. essentially rebuild the game from almost scratch, and then relaunch the game, to what would be a smaller audience. Its simply not going to happen, at least not yet.
Honestly, ESO will likely be held to together as best it can until revenue catches up with the changes and recent upheavals in the industry. The Focus for Xbox is to get both a new Elderscrolls game, and likely a new Fallout game launched first. Then IF those are successful enough and IF Xbox shows a profit, then and only then do I see a possibility of getting a new engine and full build of the game.
until then, i think we should be a tad grateful that we still have a game to play and devs that are actually trying to improve the system. Some other live service game communities are not so lucky.
VidmaVirtual wrote: »Your argument that player actions must be entirely sequential on a single thread to prevent race conditions is based on legacy, object-oriented MMO architecture. Modern next-gen MMO backends solve this challenge using Deterministic Lockstep, Entity Component Systems (ECS), and Spatial Partitioning.
VidmaVirtual wrote: »Modern next-gen MMO backends solve this challenge using Deterministic Lockstep, Entity Component Systems (ECS), and Spatial Partitioning
So you’re saying the human race in 2026 is not capable of having more than 360 players fighting each other with standard ruleset in Cyro? Interesting.
@Gabriel_HVidmaVirtual wrote: »Your argument that player actions must be entirely sequential on a single thread to prevent race conditions is based on legacy, object-oriented MMO architecture. Modern next-gen MMO backends solve this challenge using Deterministic Lockstep, Entity Component Systems (ECS), and Spatial Partitioning.
That isn't my argument. My argument is that player actions ARE sequential. That has to run through a single thread. I'm trying to keep this simple as you can't even grasp the difference between engine, game code and server.
So lets complicate it up.VidmaVirtual wrote: »Modern next-gen MMO backends solve this challenge using Deterministic Lockstep, Entity Component Systems (ECS), and Spatial Partitioning
Deterministic Lockstep: Is client A to client B, rather than Client A to Server to Client B. The latency of that is determined by the player with the HIGHEST latency. So someone in Australia with a poor ISP running at 500ms latency means EVERYONE has high latency, freezes and delays.
Entity Component Systems: This could boost performance, but the bottleneck remains the calculations. Separating the object to asset & data doesn't change the number of calculations on that data.
Spatial Partitioning: ESO already has this. That's what instances are, and what phasing is. Doing it on the fly in a map the size of Cyrodiil would require splitting the map into multiple grids. With so many dynamic rather than static components this would add not reduce the load on the servers.
VidmaVirtual wrote: »@Gabriel_HVidmaVirtual wrote: »Your argument that player actions must be entirely sequential on a single thread to prevent race conditions is based on legacy, object-oriented MMO architecture. Modern next-gen MMO backends solve this challenge using Deterministic Lockstep, Entity Component Systems (ECS), and Spatial Partitioning.
That isn't my argument. My argument is that player actions ARE sequential. That has to run through a single thread. I'm trying to keep this simple as you can't even grasp the difference between engine, game code and server.
So lets complicate it up.VidmaVirtual wrote: »Modern next-gen MMO backends solve this challenge using Deterministic Lockstep, Entity Component Systems (ECS), and Spatial Partitioning
Deterministic Lockstep: Is client A to client B, rather than Client A to Server to Client B. The latency of that is determined by the player with the HIGHEST latency. So someone in Australia with a poor ISP running at 500ms latency means EVERYONE has high latency, freezes and delays.
Entity Component Systems: This could boost performance, but the bottleneck remains the calculations. Separating the object to asset & data doesn't change the number of calculations on that data.
Spatial Partitioning: ESO already has this. That's what instances are, and what phasing is. Doing it on the fly in a map the size of Cyrodiil would require splitting the map into multiple grids. With so many dynamic rather than static components this would add not reduce the load on the servers.
If you are going to condescendingly tell me I "cannot grasp" technical concepts, you should at least make sure your own definitions are accurate, because almost everything you just wrote is fundamentally wrong.
1. Deterministic Lockstep: You are completely confusing modern server-authoritative determinism with 1990s Peer-to-Peer (P2P) network code used in old RTS games like Starcraft 1. Modern server determinism does NOT slow down the entire simulation for a high-ping player in Australia; the server dictates the master state tick, processes the parallelized inputs, and rolls back or drops late packages without affecting other players.
2. ECS (Entity Component System): You claim separating data from logic doesn't change the number of calculations. True, the *number* of calculations stays the same, but *how* they are executed changes completely. Instead of a single master thread processing heavy player objects one-by-one in a long slow line (sequential), an ECS arranges data linearly in memory cache, allowing modern multi-core server CPUs to process those calculations simultaneously (parallel computing). 32 cores doing 1000 calculations at the same time is lightyears faster than 1 core doing 32,000 calculations sequentially. That is how bottlenecks are broken.
3. Spatial Partitioning: Phasing and instancing are NOT spatial partitioning. Phasing puts players in entirely different visual realities. True Dynamic Spatial Partitioning (like server meshing used in modern network infrastructure) dynamically chops a live zone into virtual grid cells managed by different hardware nodes on the fly. It doesn't add load—it drastically reduces it by isolating the combat calculations of a castle siege so it doesn't lag out the rest of the map.
But as I promised myself before writing this: this will be my final response in this thread.
Thank you so much to everyone who jumped into this discussion over the last few days—including you, Gabriel_H, for keeping the debate lively. I really appreciate all the deep technical breakdowns, the macroeconomic insights, and the different perspectives we shared.
I have fully laid out my views as an 11-year veteran of ESO. Since these forum debates can easily spin in circles forever, I am stepping back to actually enjoy playing the game instead of analyzing its code. I'll leave the thread open for the community to continue the conversation.
See you all in Tamriel, and have a great time gaming! 🫶
As a few people have mentioned, that's not how game engines work. It's not like you can copy and pasting code into Unreal Engine 5 and therefore ESO will run in Unreal. That ask is making an entirely new game. There are things that we can do like the next-gen overhaul we did for consoles a few years ago and work within the existing engine for some graphical improvements.
Just wanted to chime in here. Yeah an engine swap is not likely. That literally requires building ESO as a new game from the ground up. So that likely is not going to be the case. Halo going to Unreal does not mean that Halo Infinite is being ported to Unreal. It means that future Halo titles will be made using Unreal. However, that does not mean there are not things we can do to enhance visual quality with our current engine. We have passed this feedback to the team from various threads to see how we can tackle this problem in-game. So the team is aware.
Additionally, the engine is not responsible of content output. Every engine has things it can and cannot do. However content wise, our current cadence as some have already mentioned, was adjusting to player feedback from a few years ago. However we are hearing different feedback now and have passed that along to the powers that be.
VidmaVirtual wrote: »@Gabriel_HVidmaVirtual wrote: »Your argument that player actions must be entirely sequential on a single thread to prevent race conditions is based on legacy, object-oriented MMO architecture. Modern next-gen MMO backends solve this challenge using Deterministic Lockstep, Entity Component Systems (ECS), and Spatial Partitioning.
That isn't my argument. My argument is that player actions ARE sequential. That has to run through a single thread. I'm trying to keep this simple as you can't even grasp the difference between engine, game code and server.
So lets complicate it up.VidmaVirtual wrote: »Modern next-gen MMO backends solve this challenge using Deterministic Lockstep, Entity Component Systems (ECS), and Spatial Partitioning
Deterministic Lockstep: Is client A to client B, rather than Client A to Server to Client B. The latency of that is determined by the player with the HIGHEST latency. So someone in Australia with a poor ISP running at 500ms latency means EVERYONE has high latency, freezes and delays.
Entity Component Systems: This could boost performance, but the bottleneck remains the calculations. Separating the object to asset & data doesn't change the number of calculations on that data.
Spatial Partitioning: ESO already has this. That's what instances are, and what phasing is. Doing it on the fly in a map the size of Cyrodiil would require splitting the map into multiple grids. With so many dynamic rather than static components this would add not reduce the load on the servers.
If you are going to condescendingly tell me I "cannot grasp" technical concepts, you should at least make sure your own definitions are accurate, because almost everything you just wrote is fundamentally wrong.
1. Deterministic Lockstep: You are completely confusing modern server-authoritative determinism with 1990s Peer-to-Peer (P2P) network code used in old RTS games like Starcraft 1. Modern server determinism does NOT slow down the entire simulation for a high-ping player in Australia; the server dictates the master state tick, processes the parallelized inputs, and rolls back or drops late packages without affecting other players.
2. ECS (Entity Component System): You claim separating data from logic doesn't change the number of calculations. True, the *number* of calculations stays the same, but *how* they are executed changes completely. Instead of a single master thread processing heavy player objects one-by-one in a long slow line (sequential), an ECS arranges data linearly in memory cache, allowing modern multi-core server CPUs to process those calculations simultaneously (parallel computing). 32 cores doing 1000 calculations at the same time is lightyears faster than 1 core doing 32,000 calculations sequentially. That is how bottlenecks are broken.
3. Spatial Partitioning: Phasing and instancing are NOT spatial partitioning. Phasing puts players in entirely different visual realities. True Dynamic Spatial Partitioning (like server meshing used in modern network infrastructure) dynamically chops a live zone into virtual grid cells managed by different hardware nodes on the fly. It doesn't add load—it drastically reduces it by isolating the combat calculations of a castle siege so it doesn't lag out the rest of the map.
But as I promised myself before writing this: this will be my final response in this thread.
Thank you so much to everyone who jumped into this discussion over the last few days—including you, Gabriel_H, for keeping the debate lively. I really appreciate all the deep technical breakdowns, the macroeconomic insights, and the different perspectives we shared.
I have fully laid out my views as an 11-year veteran of ESO. Since these forum debates can easily spin in circles forever, I am stepping back to actually enjoy playing the game instead of analyzing its code. I'll leave the thread open for the community to continue the conversation.
See you all in Tamriel, and have a great time gaming! 🫶
You need a better search engine or chatbot because it is providing you the wrong information.
VidmaVirtual wrote: »@wolfie1.0.wolfie1.0. wrote: »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.
Yes, lets talk about the curent financial health of ZOS.
You have to realize some realities here. You picked the absolute worst time to purpose a full rebuild. ZOS does not operate in a bubble.
First of all from what i understand based on my limited knowledge of GAAP you can Amortize developement expenses over the course of the anticipated lifetime of software once its launched to the public. So the cost wouldn't start really decreasing until 2014. But the real question isn't how well ESO and ZOS HAVE performed, its how they are doing now. So past earnings and figures prior to 2021 honestly dont matter. Once the Microsoft aquisition occurred how well ESO and ZOS preformed prior to then only matter in the sense that Microsoft was sold on an expected rate of performance and Return on Investment.
So lets talk corporate. $7.5 billion USD, that is the important number. That is what Microsoft paid to Zenimax private owners to aquire Zenimax, its publishers and game studios. It finalized in 2021, and folded it under the Xbox segment of the corporation. There is no denying that Microsoft could afford it, and could afford to take a loss on it, but corporate and the shareholders would love to see that investment provide an solid return.
So, lets look at the state of Xbox... its a mess, i wont bring up the details here but the news is everywhere. Xbox is NOT doing well. Projects, Studios, and games are folding. Consoles are NOT selling. Gamepass has gone through several pricing changes. Leaderhip has changed. Microsoft has redirected to AI and has invested unreal amounts of money in it.
Meanwhile Xbox is under new leadership, and while not publicy stated the implication is pretty obvious, turn a profit or be gone. New leaders have stated that they are going to invest in core IPs and properties. Thankfully ESO is technically a core IP, but its not mainline Elderscrolls, that could be a boon, it could be a problem, or it could be status qou. Keep in mind that ZOS was forced to cancel a project for a new game that was estimated to have already invested around $400 million (if not more) and created a leadership change. ZOS still needs to recover those funds.
All of this is happening in an enviroment where silicon costs have risen to extreme levels due to AI data center demands. RAM, GPUs, and Storage costs have increased substantially. RAM and storage 2 years ago would have been the cheapest components of any build (including consoles). We have seen price increases on EVERY major system for tech that is 4-5 years old. If Stadia launched today, it might actually have had a better chance to live on longer than it did.
Its in THIS enviroment that you want them to update the core code. essentially rebuild the game from almost scratch, and then relaunch the game, to what would be a smaller audience. Its simply not going to happen, at least not yet.
Honestly, ESO will likely be held to together as best it can until revenue catches up with the changes and recent upheavals in the industry. The Focus for Xbox is to get both a new Elderscrolls game, and likely a new Fallout game launched first. Then IF those are successful enough and IF Xbox shows a profit, then and only then do I see a possibility of getting a new engine and full build of the game.
until then, i think we should be a tad grateful that we still have a game to play and devs that are actually trying to improve the system. Some other live service game communities are not so lucky.
Thank you for this incredibly comprehensive and highly accurate macroeconomic breakdown. You are entirely correct about the current corporate climate, and I really appreciate you bringing these hard realities into the discussion.
The Xbox segment is indeed facing massive pressure, the rising hardware/silicon costs due to the AI boom are real, and ZOS cancelling a $400+ million project undoubtedly created a massive financial wound that the studio is desperately trying to heal. You are 100% right that from a traditional corporate standpoint, picking this exact moment to pitch a high-risk, expensive engine rebuild looks impossible.
However, if we look at it from the perspective of Microsoft’s expected Return on Investment (ROI), there is a counter-argument to consider: the cost of letting a core premium asset slowly suffocate.
As you mentioned, ESO is a core IP property that brings in highly reliable monthly recurring revenue. But that revenue relies entirely on player retention. When long-time players, high-end trial groups, and massive PvP guilds gradually walk away because the technical stagnation makes prime-time gameplay unplayable, Microsoft's expected rate of performance begins to decay.
Neglecting the core infrastructure to save short-term capital is how massive live-service games enter a terminal downward spiral. If the engine is currently so bottlenecked that ZOS has to severely slash campaign population limits just to keep the servers from crashing, they are fighting an uphill battle against their own product's expiration date.
While I completely agree with you that Xbox leadership is being hyper-reactive and focusing heavily on the upcoming mainline Elder Scrolls and Fallout titles, allowing their most reliable, active MMO to slowly decline due to technical debt is a dangerous strategy.
You made a brilliant point that we should be grateful to still have a live game with active developers—and I truly am. I love this game, which is why I’ve supported it for 11 years. But it’s precisely because I want to see it survive another decade under Microsoft's messy corporate umbrella that I believe a long-term architectural solution needs to be on the table, even if the current industry climate makes it incredibly difficult. Thank you for such an amazing contribution to this thread!
I cannot see how anyone would argue against OPs suggestion. Like why on earth would we not want ZOS to upgrade their tech?
I cannot see how anyone would argue against OPs suggestion. Like why on earth would we not want ZOS to upgrade their tech?
People don't want to 'take up the devs time' for seemingly...any reason? From Cyrodiil, PvP balance to PvE Balance and trials, and combat in general.
Just stock up that Crown Store with more 30€ cosmetics I guess? Who cares if the game is good, or God forbid even works properly.
I cannot see how anyone would argue against OPs suggestion. Like why on earth would we not want ZOS to upgrade their tech?
People don't want to 'take up the devs time' for seemingly...any reason? From Cyrodiil, PvP balance to PvE Balance and trials, and combat in general.
Just stock up that Crown Store with more 30€ cosmetics I guess? Who cares if the game is good, or God forbid even works properly.
Right.. I can’t pretend to have an ounce of know-how related to most of what OP is saying, but it seems as though to be a thought out suggestion. Which, if any suggestion would result in a net positive why are we arguing? Forum has always had white knights but it’s worse now than ever.