It's not going to be rolled back you keep tagging ppl that do not read forum posts. The ppl from zos that read these are moderators... Customer service ppl. They escalate important things that get grouped together. Where it goes after that is likely a circular file. They make official threads for things like bugs. 10 ppl opening new threads dilutes the information. Then 100 ppl comment on the thread and don't comment on the official thread.
rfennell_ESO wrote: »
You know how the macro abusers claim it doesn't work and it is no advantage and all that?
They are lying.
Otherwise why is ZOS forced to go through with a redo of animation system?
ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
There should be no animation prioritization.
Just make all animations visible....make them semi-transparent if several animation are active. Just like in the real life if you do two actions really fast then you see both actions at once.
ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
Came back when they were removing vet levels... new vet levels given.
Waiting for open world pvp with justice system... justice pvp cancelled.
Looking forward to finally addressing animation cancelling? Yep, tabled no ETA.
Not even mad, it's just hilarious. Its some consolation that the forum won't be filled with threats and doom I suppose.
Open world justice PVP - sounds like a good idea but is it really good ? Go take a look at the IC and you will instantly see its ugliness. There always will be groups of scrubs that will troll PVE players. Imagine a gank group staying at the harborage - I bet that no new players will want to stay in ESO after encountering such groups.
ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
Yeah I get that they couldn't figure out a way to make an opt-in open-world PvP system work without newbies being harassed, but I wonder how others MMOs manage to do the same? I'll happily delete my post when the vet levels are removed and animation cancelling/weaving/a combo system/etc is polished/fixed to look like a legit part of the game... until then, all of these things seem to fall under the category of "too hard, can't figure it out".
At least with bad fixes like bolt escape cost formulas and shield-breaker vs. shield-stacking we have some sorta movement, even if it appears to be confused.
kaorunandrak wrote: »Other mmo's haven't figured it out they just cater to the pvp minded player and the only pve players who stay are those too hard headed or thick skinned to not let getting constantly ganked effect them.
ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.
ZOS_RichLambert wrote: »Just wanted to update everyone on where we are at with the animation prioritization efforts going on right now. At its core, the goal for the change was to make it clear which attacks players were using, while preserving the responsiveness of combat. We’ve made great strides towards this, but there are still a number of cases where things just don’t look or feel right (blocking as an example). As such, we’re going to be rolling back this change in next week's PTS patch (2.3.4) and will not be taking it to the Live megaservers.
We will continue to iterate on the system internally and will roll out the changes when they are ready.