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the new base game contents of theives guild and something i never thought i'd read.

  • Recremen
    Recremen
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    dsalter wrote: »
    "Base Game Patch Features & Content


    ---> Prioritization of animations during combat <---
    Improved facial animations for Mac
    …and more!"

    did anyone else see that and think "WAIT THEY FINALLY ACCEPT ANIMATION CANCELLING IS BAD!" ?

    Source: http://www.elderscrollsonline.com/en-us/news/post/2016/01/20/thieves-guild-first-look

    Well they did tell us awhile back that they were looking into ways make combat fluid and at the same time do away with Animation Canceling. This is probably the first step in that direction.

    Now before anyone goes on their tirade about "Oh Animation Canceling adds skill to the game" or "Animation Canceling is not good or bad" "Or its an intended feature" etc...is missing the point completely:

    Any game the requires me to cancel animations to complete content is fundamentally broken

    Animation Canceling at its core violates the The Principles of User Interface Design.

    In particular Animation Canceling Violates rule ##4 of the Principles of User Interface Design which states:
    • The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users.

    Using the Default Interface of ESO Animation canceling violates this principle.

    ESO's Default interface relies on giving accurate feedback to the user with animations, ]when those animations can be hidden, obscured, or canceled it makes the program difficult and cumbersome for its users in essence these principles which has been the accepted industry standard for user interface designs tells you that Animation Canceling is broken and don't belong in this game. The game IS a User Interface, it allows you to interact with a program , thats what a User Interface is, a game is just a "fun UI"

    (Not everyone does nor should be required to run addons and addons are no where listed in the system requirements to run the game)

    The User Interface of ESO should be designed with the Default UI in mind and Animation Canceling does not fit and violates UI design rules by allowing people to hide animations which are deisnged to give the user of the game accurate feedback. No one should be required to run addons to know what just happened when someone AC an attack and 2 skills, anything the user can't figure out with the default interface is fundamentally flawed and broken.

    So at this point, its clear that Animation Canceling is just a broken feature of ESO they have never gotten around to fixing. Its not even debatable at this point, AC breaks the industry accepted standards of user interface design, arguing this otherwise would get you laughed out of any Software Engineering conference in the country....User Interfaces that are designed correctly DO NOT hide nor have the ability to hide useful, pertinent, important information from its users...its not even a debatable point.

    I personally hope they leave AC in the game as is, as i use it religiously to hide animations, AC Crushy Shock weaves, etc...it makes my game life easier at times, but looking at it clearly from a design perspective its clearly broken...the Game is DESIGNED around feeback being given to its users via animations, canceling those animations breaks that feedback mechanism, its really only broken in PVP though, in PVE it really don't break anything per se, but PVP folks use AC as a form of ofusication to hide their abilties while still hitting you, tactics like this has been going on as long as games have been around in one form another.

    I often use Boundless Storm to hide my Crystal Fragment procs, really hard to see my hands glowing under those conditions, thats actually another form of obfuscation thats doing the same thing Animation canceling does(hiding visual feedback from your oppoenent) just doing it in a different way. :)

    Fighting games have, since time immemorial, required the careful timing of abilities in rapid succession to generate high damage output. With that said, in all the fighting games I've played, you could still see enough of the animation go off to know what was hitting you. It seems to me, however, that nobody here is demanding that the obfuscation stays (in as much as it even exists to begin with), they only care about the timing and damage output. Now, in my experience, other than a laggy fight, all animations play adequately enough to let me know what's going on, even "canceled" animations. That might be something that only higher-level players are capable of picking out, but if you aren't a high-level player then you don't really need to worry about completing or competing in high-end content anyway. If the new animation changes add even more transparency regarding what attacks are going off, then that's cool! Nothing wrong with that! I dare say it would even be good overall. But the system as is stands is not as bad as you're making it out to be.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • r.jan_emailb16_ESO
    r.jan_emailb16_ESO
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    We're not removing combat or spell weaving from the game, but improving the animations during combat so you'll be able to clearly see an ability's impact on you.

    We'll have a hefty thread for this to gather feedback once the update is available on the PTS, and will be getting into the exact details of these improvements soon.

    @ZOS_GinaBruno

    After my long wall of text, jsut an FYI I have no problem with Animation Canceling itself, im just pointing out the issue that the UI for the game doesn't support it and thats a big source of alot of complaints about people saying they are hit by 4 attacks at once, etc....because the Game Default UI feedback mechanism(animations) are being obscured from its users in PVP.

    I want you to keep Animation Canceling in the game, but im hoping you guys and gals will update the game's user interface to support that feature such as a combat log, some scrolling numbers, and perhaps even some colors or some sort of visual feedback that the person can see a heavy attack even if the animation itself is canceled.

    longstory short, update the default UI to support it. :) thanks again!

    Isn't that exactly what is going to happen with the integration of scrolling combat text into the default UI?
    Lairgren | DC Dragonknight - August Palatine
    playing for eXile


    I'm done, CU somewhere else.
  • found1779
    found1779
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    Wonder what kind of passives they will be
  • RinaldoGandolphi
    RinaldoGandolphi
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    Recremen wrote: »

    Fighting games have, since time immemorial, required the careful timing of abilities in rapid succession to generate high damage output. With that said, in all the fighting games I've played, you could still see enough of the animation go off to know what was hitting you. It seems to me, however, that nobody here is demanding that the obfuscation stays (in as much as it even exists to begin with), they only care about the timing and damage output. Now, in my experience, other than a laggy fight, all animations play adequately enough to let me know what's going on, even "canceled" animations. That might be something that only higher-level players are capable of picking out, but if you aren't a high-level player then you don't really need to worry about completing or competing in high-end content anyway. If the new animation changes add even more transparency regarding what attacks are going off, then that's cool! Nothing wrong with that! I dare say it would even be good overall. But the system as is stands is not as bad as you're making it out to be.

    I didn't say i want AC gone, i just want better visual feedback.

    This is the best example I can give you (AFAIK this is still possible a PVE buddy of mines uses this method to pull DPS in PVE)

    https://www.youtube.com/watch?v=3NH4-O9Fogo

    My buddy does it all the time it still works according to him. you can see in that video "when he timed it right" you can't see the Heavy Attack animation at all, all you see is Wrecking Blow yet the Heavy Attack lands. I don't think this kind of obfusication is good for the game. There is multiple times in that example there is no heavy attack animation at all yet you can see the Heavy Attack landing in the combat log numbers on the screen. We just need a better visual feedback mechanism if Animations are going to continue to be canceled thats all. I don't want them removing Animation Canceling from the game, i use it all the time, but im all in favor of UI upgrades that make the feedback more clear and concise :)


    Edited by RinaldoGandolphi on 21 January 2016 17:13
    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
    Juste Gandolphi Dark Elf Templar Daggerfall Covenant
    Richter Gandolphi - Dark Elf Dragonknight Daggerfall Covenant
    Mathias Gandolphi - Breton Nightblade Daggerfall Covenant
    RinaldoGandolphi - High Elf Sorcerer Aldmeri Dominion
    Officer Fire and Ice
    Co-GM - MVP



    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • RinaldoGandolphi
    RinaldoGandolphi
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    We're not removing combat or spell weaving from the game, but improving the animations during combat so you'll be able to clearly see an ability's impact on you.

    We'll have a hefty thread for this to gather feedback once the update is available on the PTS, and will be getting into the exact details of these improvements soon.

    @ZOS_GinaBruno

    After my long wall of text, jsut an FYI I have no problem with Animation Canceling itself, im just pointing out the issue that the UI for the game doesn't support it and thats a big source of alot of complaints about people saying they are hit by 4 attacks at once, etc....because the Game Default UI feedback mechanism(animations) are being obscured from its users in PVP.

    I want you to keep Animation Canceling in the game, but im hoping you guys and gals will update the game's user interface to support that feature such as a combat log, some scrolling numbers, and perhaps even some colors or some sort of visual feedback that the person can see a heavy attack even if the animation itself is canceled.

    longstory short, update the default UI to support it. :) thanks again!

    Isn't that exactly what is going to happen with the integration of scrolling combat text into the default UI?

    Partially, but don't really solve the issue of animation obfusication. Im all about people canceling the tar out of their skills, but put some kind of color feedback on the character that even if you cancel the animation i still know an attack is coming. that way it don't effect DPS, but we get a better game UI with better much more consise feedback which i think is great for everyone involved.
    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
    Juste Gandolphi Dark Elf Templar Daggerfall Covenant
    Richter Gandolphi - Dark Elf Dragonknight Daggerfall Covenant
    Mathias Gandolphi - Breton Nightblade Daggerfall Covenant
    RinaldoGandolphi - High Elf Sorcerer Aldmeri Dominion
    Officer Fire and Ice
    Co-GM - MVP



    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • Recremen
    Recremen
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    Recremen wrote: »

    Fighting games have, since time immemorial, required the careful timing of abilities in rapid succession to generate high damage output. With that said, in all the fighting games I've played, you could still see enough of the animation go off to know what was hitting you. It seems to me, however, that nobody here is demanding that the obfuscation stays (in as much as it even exists to begin with), they only care about the timing and damage output. Now, in my experience, other than a laggy fight, all animations play adequately enough to let me know what's going on, even "canceled" animations. That might be something that only higher-level players are capable of picking out, but if you aren't a high-level player then you don't really need to worry about completing or competing in high-end content anyway. If the new animation changes add even more transparency regarding what attacks are going off, then that's cool! Nothing wrong with that! I dare say it would even be good overall. But the system as is stands is not as bad as you're making it out to be.

    I didn't say i want AC gone, i just want better visual feedback.

    This is the best example I can give you (AFAIK this is still possible a PVE buddy of mines uses this method to pull DPS in PVE)

    https://www.youtube.com/watch?v=3NH4-O9Fogo

    My buddy does it all the time it still works according to him. you can see in that video "when he timed it right" you can't see the Heavy Attack animation at all, all you see is Wrecking Blow yet the Heavy Attack lands. I don't think this kind of obfusication is good for the game. There is multiple times in that example there is no heavy attack animation at all yet you can see the Heavy Attack landing in the combat log numbers on the screen. We just need a better visual feedback mechanism if Animations are going to continue to be canceled thats all. I don't want them removing Animation Canceling from the game, i use it all the time, but im all in favor of UI upgrades that make the feedback more clear and concise :)


    Ah, my bad, I believe I misinterpreted something you were saying. Glad we're on the same page! As far as the wrecking blow thing specifically, I noticed that while testing the Imperial City update, but all of my guildies said that there was nothing weird going on with my animations, which makes me think this is an entirely client-side bug. I'd still like it fixed (I find it incredibly annoying), but as far as I'm aware, other people that might be on the receiving end of this treatment will be able to see the heavy attack just fine (again, excluding lag issues).
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • Kwivur
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    beerninja wrote: »
    I'll just leave these here.

    giphy.gif

    giphy.gif

    Who care's about how it looks? It's effective.
  • Toc de Malsvi
    Toc de Malsvi
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    Recremen wrote: »
    Recremen wrote: »

    Fighting games have, since time immemorial, required the careful timing of abilities in rapid succession to generate high damage output. With that said, in all the fighting games I've played, you could still see enough of the animation go off to know what was hitting you. It seems to me, however, that nobody here is demanding that the obfuscation stays (in as much as it even exists to begin with), they only care about the timing and damage output. Now, in my experience, other than a laggy fight, all animations play adequately enough to let me know what's going on, even "canceled" animations. That might be something that only higher-level players are capable of picking out, but if you aren't a high-level player then you don't really need to worry about completing or competing in high-end content anyway. If the new animation changes add even more transparency regarding what attacks are going off, then that's cool! Nothing wrong with that! I dare say it would even be good overall. But the system as is stands is not as bad as you're making it out to be.

    I didn't say i want AC gone, i just want better visual feedback.

    This is the best example I can give you (AFAIK this is still possible a PVE buddy of mines uses this method to pull DPS in PVE)

    https://www.youtube.com/watch?v=3NH4-O9Fogo

    My buddy does it all the time it still works according to him. you can see in that video "when he timed it right" you can't see the Heavy Attack animation at all, all you see is Wrecking Blow yet the Heavy Attack lands. I don't think this kind of obfusication is good for the game. There is multiple times in that example there is no heavy attack animation at all yet you can see the Heavy Attack landing in the combat log numbers on the screen. We just need a better visual feedback mechanism if Animations are going to continue to be canceled thats all. I don't want them removing Animation Canceling from the game, i use it all the time, but im all in favor of UI upgrades that make the feedback more clear and concise :)


    Ah, my bad, I believe I misinterpreted something you were saying. Glad we're on the same page! As far as the wrecking blow thing specifically, I noticed that while testing the Imperial City update, but all of my guildies said that there was nothing weird going on with my animations, which makes me think this is an entirely client-side bug. I'd still like it fixed (I find it incredibly annoying), but as far as I'm aware, other people that might be on the receiving end of this treatment will be able to see the heavy attack just fine (again, excluding lag issues).

    I can tell you from my experience in PVP there are consistently times when the heavy attacks are not visible. Also even worse which I can only relate to lag there are times where WB does not animate at all but you are thrown. I've gotten to the point where it is not an issue for the most part as I can usually predict if someone is going to try and WB me but it looks terrible and it discourages new players who don't understand the intricacies of AC in combat.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • hedna123b14_ESO
    hedna123b14_ESO
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    dsalter wrote: »
    "Base Game Patch Features & Content


    ---> Prioritization of animations during combat <---
    Improved facial animations for Mac
    …and more!"

    did anyone else see that and think "WAIT THEY FINALLY ACCEPT ANIMATION CANCELLING IS BAD!" ?

    Source: http://www.elderscrollsonline.com/en-us/news/post/2016/01/20/thieves-guild-first-look

    Well they did tell us awhile back that they were looking into ways make combat fluid and at the same time do away with Animation Canceling. This is probably the first step in that direction.

    Now before anyone goes on their tirade about "Oh Animation Canceling adds skill to the game" or "Animation Canceling is not good or bad" "Or its an intended feature" etc...is missing the point completely:

    Any game the requires me to cancel animations to complete content is fundamentally broken

    Animation Canceling at its core violates the The Principles of User Interface Design.

    In particular Animation Canceling Violates rule ##4 of the Principles of User Interface Design which states:
    • The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users.

    Using the Default Interface of ESO Animation canceling violates this principle.

    ESO's Default interface relies on giving accurate feedback to the user with animations, ]when those animations can be hidden, obscured, or canceled it makes the program difficult and cumbersome for its users in essence these principles which has been the accepted industry standard for user interface designs tells you that Animation Canceling is broken and don't belong in this game. The game IS a User Interface, it allows you to interact with a program , thats what a User Interface is, a game is just a "fun UI"

    (Not everyone does nor should be required to run addons and addons are no where listed in the system requirements to run the game)

    The User Interface of ESO should be designed with the Default UI in mind and Animation Canceling does not fit and violates UI design rules by allowing people to hide animations which are deisnged to give the user of the game accurate feedback. No one should be required to run addons to know what just happened when someone AC an attack and 2 skills, anything the user can't figure out with the default interface is fundamentally flawed and broken.

    So at this point, its clear that Animation Canceling is just a broken feature of ESO they have never gotten around to fixing. Its not even debatable at this point, AC breaks the industry accepted standards of user interface design, arguing this otherwise would get you laughed out of any Software Engineering conference in the country....User Interfaces that are designed correctly DO NOT hide nor have the ability to hide useful, pertinent, important information from its users...its not even a debatable point.

    I personally hope they leave AC in the game as is, as i use it religiously to hide animations, AC Crushy Shock weaves, etc...it makes my game life easier at times, but looking at it clearly from a design perspective its clearly broken...the Game is DESIGNED around feeback being given to its users via animations, canceling those animations breaks that feedback mechanism, its really only broken in PVP though, in PVE it really don't break anything per se, but PVP folks use AC as a form of ofusication to hide their abilties while still hitting you, tactics like this has been going on as long as games have been around in one form another.

    I often use Boundless Storm to hide my Crystal Fragment procs, really hard to see my hands glowing under those conditions, thats actually another form of obfuscation thats doing the same thing Animation canceling does(hiding visual feedback from your oppoenent) just doing it in a different way. :)

    This game DOES NOT require you to animation cancel to complete content...but if you want to min max your dps then you should be doing it...its not hard to learn and honestly this game is already easy enough, so stop it with your crazy talk...
  • beerninja
    beerninja
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    Kwivur wrote: »
    beerninja wrote: »

    Who care's about how it looks? It's effective.

    By that logic, standing on top of UAVs in BF4 to get to high places pre-patch was ok because it was effective.
  • Acrolas
    Acrolas
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    All actions need to be telegraphed in some way.

    Imagine in Maelstrom if you were rooted and hit for 50k uppercut damage but you never saw the uppercut.
    NERF IT NERF IT NERF IT

    Animation canceling is really just the vestigial appendage of a combo system that never was. Which is fine - but the game should always animate the attack doing the most damage with an additional player aura to indicate a combo/multiple attacks.

    Not just the first attack in the sequence. People love animation canceling because they can trick people and give fake telegraphs. Which isn't skill. It's trickery. Yes it gets more done, but I'd get more done too if I could eat lunch and have a business meeting and never actually see the meeting.
    signing off
  • riverdragon72
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    We're not removing combat or spell weaving from the game, but improving the animations during combat so you'll be able to clearly see an ability's impact on you.

    We'll have a hefty thread for this to gather feedback once the update is available on the PTS, and will be getting into the exact details of these improvements soon.

    Does this mean I'll actually be able to see attack animations instead of flying backwards from 3 wrecking blows from a person just seemingly standing in front of me?
    Meh...**** it..
  • Recremen
    Recremen
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    Recremen wrote: »
    Recremen wrote: »

    Fighting games have, since time immemorial, required the careful timing of abilities in rapid succession to generate high damage output. With that said, in all the fighting games I've played, you could still see enough of the animation go off to know what was hitting you. It seems to me, however, that nobody here is demanding that the obfuscation stays (in as much as it even exists to begin with), they only care about the timing and damage output. Now, in my experience, other than a laggy fight, all animations play adequately enough to let me know what's going on, even "canceled" animations. That might be something that only higher-level players are capable of picking out, but if you aren't a high-level player then you don't really need to worry about completing or competing in high-end content anyway. If the new animation changes add even more transparency regarding what attacks are going off, then that's cool! Nothing wrong with that! I dare say it would even be good overall. But the system as is stands is not as bad as you're making it out to be.

    I didn't say i want AC gone, i just want better visual feedback.

    This is the best example I can give you (AFAIK this is still possible a PVE buddy of mines uses this method to pull DPS in PVE)

    https://www.youtube.com/watch?v=3NH4-O9Fogo

    My buddy does it all the time it still works according to him. you can see in that video "when he timed it right" you can't see the Heavy Attack animation at all, all you see is Wrecking Blow yet the Heavy Attack lands. I don't think this kind of obfusication is good for the game. There is multiple times in that example there is no heavy attack animation at all yet you can see the Heavy Attack landing in the combat log numbers on the screen. We just need a better visual feedback mechanism if Animations are going to continue to be canceled thats all. I don't want them removing Animation Canceling from the game, i use it all the time, but im all in favor of UI upgrades that make the feedback more clear and concise :)


    Ah, my bad, I believe I misinterpreted something you were saying. Glad we're on the same page! As far as the wrecking blow thing specifically, I noticed that while testing the Imperial City update, but all of my guildies said that there was nothing weird going on with my animations, which makes me think this is an entirely client-side bug. I'd still like it fixed (I find it incredibly annoying), but as far as I'm aware, other people that might be on the receiving end of this treatment will be able to see the heavy attack just fine (again, excluding lag issues).

    I can tell you from my experience in PVP there are consistently times when the heavy attacks are not visible. Also even worse which I can only relate to lag there are times where WB does not animate at all but you are thrown. I've gotten to the point where it is not an issue for the most part as I can usually predict if someone is going to try and WB me but it looks terrible and it discourages new players who don't understand the intricacies of AC in combat.

    But is it an issue arising from PvP lag, or is your ping great and framerate high when all of this is happening? I spend the vast majority of my game time in PvP and only really have animation problems in lag. Unfortunately, that still means there are more animation and issues than not animation issues, given the state that AZ NA PC is in.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • altemriel
    altemriel
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    dsalter wrote: »
    "Base Game Patch Features & Content

    A 64-bit client for PC and Mac
    Improvements to grouping including incentives and cross-alliance grouping outside of the Grouping Tool
    Tons of combat and gameplay balance changes
    Scrolling combat text (SCT)
    Improvements and updates to Cyrodiil and its campaigns
    Access to content from other alliances in any order you choose upon reaching Veteran Rank 1
    ---> Prioritization of animations during combat <---
    Improved facial animations for Mac
    …and more!"

    did anyone else see that and think "WAIT THEY FINALLY ACCEPT ANIMATION CANCELLING IS BAD!" ?

    Source: http://www.elderscrollsonline.com/en-us/news/post/2016/01/20/thieves-guild-first-look



    fortunatelly no:

    http://forums.elderscrollsonline.com/en/discussion/comment/2614989/#Comment_2614989
  • PainfulFAFA
    PainfulFAFA
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    Animation Canceling is not going anywhere. :)

    I think what they meant by that was that they're improving animations to help responsiveness of abilities as well as an effort to reduce stress on servers.
    PC NA
    Aztec | AZTEC | Ahztec | Aztehk | Master of Mnem
    MagDK | Magplar | Magward | Mageblade | Stamsorc

  • Recremen
    Recremen
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    beerninja wrote: »
    I'll just leave these here.

    giphy.gif

    giphy.gif

    These are actually really cool but OK.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • Shogunami
    Shogunami
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    Animation cancelling is a fun mechanic since it's nice to have to be a bit more active in combat. But it's also an awful mechanic because it totally ruins the entire aspect of watching what your enemy does - because you can't see what he's doing anyway when he's animation cancelling. If anything, all animations should be forced to play to end(ish) before a new action can be done, except for maybe dodging - now this would force players to be conscious of what they're doing and when they're doing it.

    Animation cancelling isn't difficult to do or anything, it's just stupid, unnecessary and should be fixed.
    Edited by Shogunami on 21 January 2016 19:09
    -
    "I think Orcs first turned a bear head into food because it looks amazing." -Orzorga.
  • Stikato
    Stikato
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    Shogunami wrote: »
    Animation cancelling is a fun mechanic since it's nice to have to be a bit more active in combat. But it's also an awful mechanic because it totally ruins the entire aspect of watching what your enemy does - because you can't see what he's doing anyway when he's animation cancelling. If anything, all animations should be forced to play to end(ish) before a new action can be done, except for maybe dodging - now this would force players to be conscious of what they're doing and when they're doing it.

    Animation cancelling isn't difficult to do or anything, it's just stupid, unnecessary and should be fixed.

    Pretty much this. It turns combat into more of a spam fest, is an open invitation for abuse, and makes it difficult to tell whats going on.

    At the very least it would be helpful to look at some of the individual cases of anim cancelling. In particular, starting a heavy attack, while doing a skill, and finishing both almost simultaneously (which is basically the origin story of every 1-shot) has never felt right.
    Mordimus - Stam Sorc
  • Decayed_Inside
    Decayed_Inside
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    If animation canceling gets removed i'll dance naked in the street. Finally people would have to play the game as intended. How many class nerfs have been made because someone gets wrecked in 2.5 seconds and blames the class? Maybe if they could see the attacks against them and react they could L2P but how can they if they can't even see what's happening?
    Edited by Decayed_Inside on 21 January 2016 21:13
  • elium85
    elium85
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    I actually disagree that it's entirely unintended now, there are a number of skills, procs, and abilities that seem to be intended for animation canceling (Merciless Resolve, etc.).
    Edited by elium85 on 21 January 2016 20:55
  • Nifty2g
    Nifty2g
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    ✭✭✭✭✭
    Look at these people saying animation cancelling sucks because they won't learn it

    if I can do it with 300 ping, so can you
    #MOREORBS
  • PainfulFAFA
    PainfulFAFA
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    Nifty2g wrote: »
    Look at these people saying animation cancelling sucks because they won't learn it

    if I can do it with 300 ping, so can you

    Practice baby!
    PC NA
    Aztec | AZTEC | Ahztec | Aztehk | Master of Mnem
    MagDK | Magplar | Magward | Mageblade | Stamsorc

  • elium85
    elium85
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    Haha, so true! We've had to learn how to do it on the Serpent fight without animations at all as it all lags out on Xbox! Oh, and no Combat Text either so it's an absolute joy!
  • davedesigns
    davedesigns
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    As someone who started playing during Beta, then left the game for a long while after being frustrated by clunky game mechanics and a general lack of 'finesse' in the gameplay - this is exciting news. The 64-bit client is great news and will hopefully cut down on lag and crashes in PVP. Thieves Guild sounds great with a new skill line and cool-looking new areas. Improved animations and combat will be a welcome change. Can't wait to pick the game back up!
  • beerninja
    beerninja
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    Nifty2g wrote: »
    Look at these people saying animation cancelling sucks because they won't learn it

    if I can do it with 300 ping, so can you

    Most of us know how to animation cancel and use it every day, including myself. Why would that stop us from discussing how ridiculous it is and how silly it makes the game look?
  • Decayed_Inside
    Decayed_Inside
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    Light attack>Skill>Block . See I know how to do it i just think its terrible
  • QuebraRegra
    QuebraRegra
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    in the immortal words of Inigo Montoya:

    3929450.jpg

    There have been changes to animation prioritization in the past, this doesn't neccessarily have anything to do with animation canceling. If you were a console rat, you'd remember when COLD HARBOUR weapons showed no red circle animation... this was fixed with a re-prioritization of the hit animation.
    Edited by QuebraRegra on 21 January 2016 21:53
  • Decayed_Inside
    Decayed_Inside
    ✭✭✭✭
    in the immortal words of Inigo Montoya:

    3929320.jpg

    There have been changes to animation prioritization in the past, this doesn't neccessarily have anything to do with animation canceling. If you were a console rat, you'd remember when COLD HARBOUR weapons showed no red circle animation... this was fixed with a re-prioritization of the hit animation.

    Could you at least spell your meme right if you insist on communicating that way?
  • QuebraRegra
    QuebraRegra
    ✭✭✭✭✭
    in the immortal words of Inigo Montoya:

    3929320.jpg

    There have been changes to animation prioritization in the past, this doesn't neccessarily have anything to do with animation canceling. If you were a console rat, you'd remember when COLD HARBOUR weapons showed no red circle animation... this was fixed with a re-prioritization of the hit animation.

    Could you at least spell your meme right if you insist on communicating that way?

    3929450.jpg

    Why U no like meme?

    yes, yes I can. :P
    Edited by QuebraRegra on 21 January 2016 21:56
  • MikeB
    MikeB
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    AC is not hard to do... I like how some act like its a great skill to learn. It's an abused mechanic due to a lack of global cooldowns. It does not show skill but that you know how to abuse the mechanics. Why even add animations? Let's all walk around stiff armed and do dmg to one another!
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