Just wanted to follow up here. We are holding the AMA/AUA because we got quite a bit of feedback after the Leadership Roundtable article, wanting to have more access to ask questions and follow up with leadership. The article was meant to give vision. The AMA is for you to ask questions directly to the folks you want answers from. So we are providing that through the AMA. While not everyone will get a response, we are working to get as many questions answered as we can. You are free to ask questions there and get a direct response from members of our leadership team.
Izanagi.Xiiib16_ESO wrote: »Just wanted to follow up here. We are holding the AMA/AUA because we got quite a bit of feedback after the Leadership Roundtable article, wanting to have more access to ask questions and follow up with leadership. The article was meant to give vision. The AMA is for you to ask questions directly to the folks you want answers from. So we are providing that through the AMA. While not everyone will get a response, we are working to get as many questions answered as we can. You are free to ask questions there and get a direct response from members of our leadership team.
@ZOS_Kevin any update on PVP Q&A 3?
Just wanted to follow up here. We are holding the AMA/AUA because we got quite a bit of feedback after the Leadership Roundtable article, wanting to have more access to ask questions and follow up with leadership. The article was meant to give vision. The AMA is for you to ask questions directly to the folks you want answers from. So we are providing that through the AMA. While not everyone will get a response, we are working to get as many questions answered as we can. You are free to ask questions there and get a direct response from members of our leadership team.
I appreciate you guys organizing this; hope more things like this happen!
I still feel like the feedback of "we want more concrete details" isn't being heard. Maybe it is, and things are underway, who knows. But, it really does feel like most of the responses were vague. I don't want you guys to feel like you can't win, but that's something that really needs to be improved on.
Susan had a good post where it sounds like there's more people being hired/assigned to talk with us, so that's one great concrete insight.
Just wanted to follow up here. We are holding the AMA/AUA because we got quite a bit of feedback after the Leadership Roundtable article, wanting to have more access to ask questions and follow up with leadership. The article was meant to give vision. The AMA is for you to ask questions directly to the folks you want answers from. So we are providing that through the AMA. While not everyone will get a response, we are working to get as many questions answered as we can. You are free to ask questions there and get a direct response from members of our leadership team.
I appreciate you guys organizing this; hope more things like this happen!
I still feel like the feedback of "we want more concrete details" isn't being heard. Maybe it is, and things are underway, who knows. But, it really does feel like most of the responses were vague. I don't want you guys to feel like you can't win, but that's something that really needs to be improved on.
Susan had a good post where it sounds like there's more people being hired/assigned to talk with us, so that's one great concrete insight.
First, thank you for praticipating in the AMA/AUA. Susan noted that you had some great questions and wished she could answer everything right now. But hopes to be able to answer everything more thoroughly later once we have more plans shared for next year.
I do want to hit on the concrete details part. We are trying to provide everything we can at the moment. Some of this stuff is still in flight, so there isn't concrete information to give quite yet. For example, I believe Susan answered a questions about logistics of crossplay and what we are thinking, but it is actively being worked on and will be a lengthy process. So that is why she noted we are a long ways out. If we described what we have now as concrete and things changes later, then we are setting everyone up for disappointment. So we are trying to be careful with things that are in active but not concrete development.
However, we are trying to provide all the information we have at the moment. Which is why we touched on things like crossplay, overland difficulty, character writing/development and general balance.
We will have more of these planned, in addition to finishing off the PvP Q&A (I noted that above) and having additional surveys to get more feedback on changes we are making and additions to the game.
Thanks for the reply Kevin. I can appreciate where you're coming from; managing community sentiment is challenging at best. So I completely understand that you don't want to say you're baking a cake if you're just going to the store to get flour.
Things like crossplay and overland difficulty - I get it, those are a way off. One of the areas that could use more details is the overall direction of combat. Like what changes are slotted to be made, what pieces want to be fixed. We've talked a few times about roadmaps - that's a big area where having one would be great.
Credit where it's due though - this year's had much better communication and it's noticed and appreciated. It seems like the new leadership is eager to continue that growth.
Thanks for the reply Kevin. I can appreciate where you're coming from; managing community sentiment is challenging at best. So I completely understand that you don't want to say you're baking a cake if you're just going to the store to get flour.
Things like crossplay and overland difficulty - I get it, those are a way off. One of the areas that could use more details is the overall direction of combat. Like what changes are slotted to be made, what pieces want to be fixed. We've talked a few times about roadmaps - that's a big area where having one would be great.
Credit where it's due though - this year's had much better communication and it's noticed and appreciated. It seems like the new leadership is eager to continue that growth.
The leadership team is eager to get more communication going. They also know we need to get a few more things locked in so that the conversation is more meaningful. But this was to help answer what we can now. And reinforce that they want to have a communicative relationship with you, the players.
As others have noted, they are tired of giving feedback and want to see action. Leadership is there too. They want to show you everything we have been working on, but want to make sure that information is solid and not changing drastically. We don't want to mislead anyone or have anyone feel that way.
Just touching on the combat bit. There is a roadmap currently in the works so that we can give everyone the attention it deserves when talking about future changes and general philosophy going forward. It isn't ready quite yet, but it should outline the overall plan to address several core combat initiatives to create a better play experience. We've had smaller adjustments already happen this year, like the heavy attack animation work or the dodge roll work in our last update. But we have more to share. However, that is for Wheeler and his team to share once that roadmap is finished and approved. Again, one of those things that we are getting all of our ducks in a row first.
This year has been one of transition as we noted in the end of year letter last year, so a lot of these things you won't see in game until next year. But between now and early next year, we are trying to share as much as we can with things we know are concrete. You should hear a bit more at the livestream on Thursday. And we plan to have a few more streams this year with more opportunities to chat about other items we are working on.
MashmalloMan wrote: »On the subject of hybridization, seems like there is a misunderstanding about what the playerbase actually wants and why we have such a big problem with leaving it 85% complete. We all understand you want to eventually simplify and combine "weapon" and "spell" categories for critical chance and damage, like how you did for "armor" and "offensive penetration".
What players don't understand is why you can't make temporary adjustments that improve quality of life for everyone before you reach that end goal. Very simple changes that have 0 effect on balance.
You're asking your playerbase to be patient for something that's been half baked for close to 4 years now. I don't know about you, but that seems too long. Why not meet us half way if you expect we're still another 1-3 years out?
In fact you've done this before, you made weapon and spell damage jewelry enchants provide both stats, but in an effort to retain some sense of unique choice between them, added +10 Stam or Mag recovery. Did anyone request that? No. Was it an effective, temporary solution? Yes.
What we want:
- All sources of Major Sorcery or Brutality should provide both.
- All sources of Major Prophecy or Savagery should provide both.
- Foods should not be better than drinks, they should be equal.
- All "for slotting" ability effects should work on both bars, eg. Inner Light, Camo Hunter, etc.
Save the complicated stuff that has little effect on the average user. We all know consumables, Mundus stones, class minor buffs being redundant, and stats in the backend need to be updated due to your standardization in 2019, but we don't really care. We care about the day to day of the game.
Over half of the "for slotting" ability effects in the game work on both bars, but a handful don't. Is it to make class skills appear stronger? That can't be the case because Necromancer's and Warden's would get 3% healing/damage done and Minor berserk/evasion on both bars respectively then.
If you're scared those universal skill lines will overshadow class equivalents, than you're avoiding the actual issue which is your class equivalents need to be more rewarding to slot.
Look at your own comments when updating Sorc's Crystal Frag's instant proc to work on both bars. Paraphrasing you said something like, we held off to not make it overpowered, but we believe it will be fine. Well you were right, it's been fine.
It would also be completly fine if you sent over some of the tech for "dynamic cost based on highest or lowest resource" to other classes, instead of just Arcanist, they have crux as a unique class mechanic. I'm sure Stam DK's would love that tech on whip instead of the split cost they have now.. Frankly, it should be applied to all class executes and spammables by default. A massive missed opportunity for skill expression and the play the way you want mantra. Shouldn't the choice for abilities like NB's Impale and Killer's Blade be based on a ranged vs melee playstyle instead of blue colour vs green colour? Why lock down players that way?
I would hope that, since it is still early in the process, that the team considers issues that different playerbases would have, notably the issue of potential character name conflicts before it becomes too late to change things.We are actively in development on crossplay at this point. There's more levels of detail, but roughly, the plan is that it will be regional (EU/EU and NA/NA) with play spanning all platforms. It's going to take time though - the game wasn't fundamentally architected with this in mind, and there is a lot of design work going into making sure it remains balanced for all when we bring everyone together.
Just touching on the combat bit. There is a roadmap currently in the works so that we can give everyone the attention it deserves when talking about future changes and general philosophy going forward. It isn't ready quite yet, but it should outline the overall plan to address several core combat initiatives to create a better play experience. We've had smaller adjustments already happen this year, like the heavy attack animation work or the dodge roll work in our last update. But we have more to share. However, that is for Wheeler and his team to share once that roadmap is finished and approved. Again, one of those things that we are getting all of our ducks in a row first.
This year has been one of transition as we noted in the end of year letter last year, so a lot of these things you won't see in game until next year. But between now and early next year, we are trying to share as much as we can with things we know are concrete. You should hear a bit more at the livestream on Thursday. And we plan to have a few more streams this year with more opportunities to chat about other items we are working on.