Imperial_Archmage wrote: »Yeah, weeks is not a good sign at all. That would indicate to me that impact is going to be huge and not easily compensated for.
Weeks means they aren't rushing decisions. They have a lot to go through in terms of what is and isn't completed, what was in the workflow, what outsourcing they now have access too.
There is no room or time for lengthy decision making. Unless everything else is dropped and their singular focus becomes the class refresh the game is doomed. It's really that simple. If anything, the disaster of the mass firings should've crystalized the path ahead for them. The fact that this harsh reality hasn't sunk in yet and they think they have "weeks" on their hands before annoucing a decision should be alarming to everyone.
Pixiepumpkin wrote: »Yeah, weeks is not a good sign at all. That would indicate to me that impact is going to be huge and not easily compensated for.
Weeks means they aren't rushing decisions. They have a lot to go through in terms of what is and isn't completed, what was in the workflow, what outsourcing they now have access too.
But why do they neven need to revisit the road map? They have the same amount of people that worked on the game for Summerset and Wrothgar, both acclaimed Chapters.
Because they have less people than they did when the released the roadmap. Unless everyone who was laid off was standing around doing nothing there is going to be an impact on when things are completed.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »Yeah, weeks is not a good sign at all. That would indicate to me that impact is going to be huge and not easily compensated for.
Weeks means they aren't rushing decisions. They have a lot to go through in terms of what is and isn't completed, what was in the workflow, what outsourcing they now have access too.
But why do they neven need to revisit the road map? They have the same amount of people that worked on the game for Summerset and Wrothgar, both acclaimed Chapters.
Because they have less people than they did when the released the roadmap. Unless everyone who was laid off was standing around doing nothing there is going to be an impact on when things are completed.
This makes no sense. What is on the road map is paltry compared to the offerings of Orsinium and Summerset which had the same employee count as they do now.
and if you go by arunei's logic, their efficiency should infact INCREASE now due to a lack of managerial overhead, or rather too many cooks in the kitchen.
Once again, maths ain't mathing which means there's more to the story than we are being told.
MorganaBlue wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »Yeah, weeks is not a good sign at all. That would indicate to me that impact is going to be huge and not easily compensated for.
Weeks means they aren't rushing decisions. They have a lot to go through in terms of what is and isn't completed, what was in the workflow, what outsourcing they now have access too.
But why do they neven need to revisit the road map? They have the same amount of people that worked on the game for Summerset and Wrothgar, both acclaimed Chapters.
Because they have less people than they did when the released the roadmap. Unless everyone who was laid off was standing around doing nothing there is going to be an impact on when things are completed.
This makes no sense. What is on the road map is paltry compared to the offerings of Orsinium and Summerset which had the same employee count as they do now.
and if you go by arunei's logic, their efficiency should infact INCREASE now due to a lack of managerial overhead, or rather too many cooks in the kitchen.
Once again, maths ain't mathing which means there's more to the story than we are being told.
1+1=2 When Summerset and Orsinium were released, ESO's game 's systems were half of what they are and nowhere near as complex.
So while the remaining devs might still easily be able to introduce casual story content and quests, I highly doubt they can stay on track with the class refresh, class balance, combat, pvp, and massive amounts of etcetera that need to be FIXED in this by now massive game, all with a team the same size as it was a full 8 years ago.
Pixiepumpkin wrote: »Reposting this here from the stickied thread for visibility:Pixiepumpkin wrote: »Yeah, weeks is not a good sign at all. That would indicate to me that impact is going to be huge and not easily compensated for.
Weeks means they aren't rushing decisions. They have a lot to go through in terms of what is and isn't completed, what was in the workflow, what outsourcing they now have access too.
But why do they neven need to revisit the road map? They have the same amount of people that worked on the game for Summerset and Wrothgar, both acclaimed Chapters.
The stuff that is on the roadmap seems legit, like they were not bad decisions based on manager bloat. Class reworks are required at this point.
So why do they need to revisit the roadmap. Based on what you say, there should be zero reason the game does not continue on full steam ahead (which has not been the case for 2 years now).
The maths ain't mathing.
Because being adequately staffed does not in any way imply they won't need to account for having fewer people. A warehouse that has 500 employees might only have each one doing 1 task a day, even though everyone could comfortably do 5. If 200 of those employees are let off, the remaining 300 can easily handle the work being spread to them, but they'll still need to adjust to everyone having more work even if it's not work that's going to overwork anyone.
We don't know what all the devs have in active development and what all they've had planned to get started on. That work can easily be done by the remaining team because they've shown they can pump out quality stuff with a team this size, but they still need time to work out adjusted time-frames to take into account fewer people doing more work. They need to look at all they've got going on and everything they wanted to start on and come up with a realistic expectation of how long stuff will take in the short-term while they adjust to the new team size.
But this makes no sense.
You argue that there are too many cooks in the kitchen and that is why the game has deteriorated over the past two years. You argue that less people (now at the levels of Summerset/Orsinium) will easily be able to make MORE content than has been produced.
If thats true (which its not, there are other factors we can not discuss here) then there would be no reason to change the roadmap.
The roadmap does not need to change, people just need to be moved around internally to fulfill the roadmap. All of that can take place behind the scenes.
I'd argue, that the reason for the roadmap change is becasue the lower body count now is going to mean slower roll out of content and reprioritization of that slower rolled out content.
Pixiepumpkin wrote: »Reposting this here from the stickied thread for visibility:Pixiepumpkin wrote: »Yeah, weeks is not a good sign at all. That would indicate to me that impact is going to be huge and not easily compensated for.
Weeks means they aren't rushing decisions. They have a lot to go through in terms of what is and isn't completed, what was in the workflow, what outsourcing they now have access too.
But why do they neven need to revisit the road map? They have the same amount of people that worked on the game for Summerset and Wrothgar, both acclaimed Chapters.
The stuff that is on the roadmap seems legit, like they were not bad decisions based on manager bloat. Class reworks are required at this point.
So why do they need to revisit the roadmap. Based on what you say, there should be zero reason the game does not continue on full steam ahead (which has not been the case for 2 years now).
The maths ain't mathing.
Because being adequately staffed does not in any way imply they won't need to account for having fewer people. A warehouse that has 500 employees might only have each one doing 1 task a day, even though everyone could comfortably do 5. If 200 of those employees are let off, the remaining 300 can easily handle the work being spread to them, but they'll still need to adjust to everyone having more work even if it's not work that's going to overwork anyone.
We don't know what all the devs have in active development and what all they've had planned to get started on. That work can easily be done by the remaining team because they've shown they can pump out quality stuff with a team this size, but they still need time to work out adjusted time-frames to take into account fewer people doing more work. They need to look at all they've got going on and everything they wanted to start on and come up with a realistic expectation of how long stuff will take in the short-term while they adjust to the new team size.
But this makes no sense.
You argue that there are too many cooks in the kitchen and that is why the game has deteriorated over the past two years. You argue that less people (now at the levels of Summerset/Orsinium) will easily be able to make MORE content than has been produced.
If thats true (which its not, there are other factors we can not discuss here) then there would be no reason to change the roadmap.
The roadmap does not need to change, people just need to be moved around internally to fulfill the roadmap. All of that can take place behind the scenes.
I'd argue, that the reason for the roadmap change is becasue the lower body count now is going to mean slower roll out of content and reprioritization of that slower rolled out content.
The game released in 2014. Orsinium released in 2015 and Morrowind released 2017. We have no idea how much had already been started on/was in progress when the game released. We know, from multiple dev interviews/comments during the chapter era that content was typically a cycle or two ahead before we ever saw a glimpse of it.
So what does this mean? If the company grew to having more people, they could have larger teams working on things (faster), a larger variety of things being worked on at once (quantity), or teams that are more siloed and able to work independently and require less coordination with other teams because they have enough people on the team that fill the different needs.
Now we've been told that they've dropped down to Wrothgar/Summerset levels of staffing. If the above paragraph is true, it means a shift and re-coordination of efforts to spread the work back among the people they do have. And, more importantly, we know the number of devs align with what they had in the early days but who exactly do they have left? How is that allocation of dev experience spread? They lost a lot of talented people (who were not middle mgmt) so just because they have the numbers doesn't mean they necessarily have the right numbers.
An updated roadmap to account for all this is expected. I get it; you're all doom and gloom for the game and see no reason to be here. So don't. Those of us who understand that restructuring like this can take time and are willing to wait and see how it goes will wait.
Thank you. This is exactly what I have been trying people to understand.Pixiepumpkin wrote: »Reposting this here from the stickied thread for visibility:Pixiepumpkin wrote: »Yeah, weeks is not a good sign at all. That would indicate to me that impact is going to be huge and not easily compensated for.
Weeks means they aren't rushing decisions. They have a lot to go through in terms of what is and isn't completed, what was in the workflow, what outsourcing they now have access too.
But why do they neven need to revisit the road map? They have the same amount of people that worked on the game for Summerset and Wrothgar, both acclaimed Chapters.
The stuff that is on the roadmap seems legit, like they were not bad decisions based on manager bloat. Class reworks are required at this point.
So why do they need to revisit the roadmap. Based on what you say, there should be zero reason the game does not continue on full steam ahead (which has not been the case for 2 years now).
The maths ain't mathing.
Because being adequately staffed does not in any way imply they won't need to account for having fewer people. A warehouse that has 500 employees might only have each one doing 1 task a day, even though everyone could comfortably do 5. If 200 of those employees are let off, the remaining 300 can easily handle the work being spread to them, but they'll still need to adjust to everyone having more work even if it's not work that's going to overwork anyone.
We don't know what all the devs have in active development and what all they've had planned to get started on. That work can easily be done by the remaining team because they've shown they can pump out quality stuff with a team this size, but they still need time to work out adjusted time-frames to take into account fewer people doing more work. They need to look at all they've got going on and everything they wanted to start on and come up with a realistic expectation of how long stuff will take in the short-term while they adjust to the new team size.
But this makes no sense.
You argue that there are too many cooks in the kitchen and that is why the game has deteriorated over the past two years. You argue that less people (now at the levels of Summerset/Orsinium) will easily be able to make MORE content than has been produced.
If thats true (which its not, there are other factors we can not discuss here) then there would be no reason to change the roadmap.
The roadmap does not need to change, people just need to be moved around internally to fulfill the roadmap. All of that can take place behind the scenes.
I'd argue, that the reason for the roadmap change is becasue the lower body count now is going to mean slower roll out of content and reprioritization of that slower rolled out content.
The game released in 2014. Orsinium released in 2015 and Morrowind released 2017. We have no idea how much had already been started on/was in progress when the game released. We know, from multiple dev interviews/comments during the chapter era that content was typically a cycle or two ahead before we ever saw a glimpse of it.
So what does this mean? If the company grew to having more people, they could have larger teams working on things (faster), a larger variety of things being worked on at once (quantity), or teams that are more siloed and able to work independently and require less coordination with other teams because they have enough people on the team that fill the different needs.
Now we've been told that they've dropped down to Wrothgar/Summerset levels of staffing. If the above paragraph is true, it means a shift and re-coordination of efforts to spread the work back among the people they do have. And, more importantly, we know the number of devs align with what they had in the early days but who exactly do they have left? How is that allocation of dev experience spread? They lost a lot of talented people (who were not middle mgmt) so just because they have the numbers doesn't mean they necessarily have the right numbers.
An updated roadmap to account for all this is expected. I get it; you're all doom and gloom for the game and see no reason to be here. So don't. Those of us who understand that restructuring like this can take time and are willing to wait and see how it goes will wait.
Pixiepumpkin wrote: »I already know the answer, I am just waiting for you guys to figure it out.