This is insane, honestly. The fact that U48 is probably THE smallest update in the history of this game and has broken so much is extremely discouraging. Abilities not dealing damage, passives failing to work, issues with blocking, animations completely trashed across the board, multiple PVE encounters bugged mechanically.
Was the entire QA department let go? I cannot fathom how a patch like this could even be pushed live when many of these issues were brought up on the PTS.
lostineternity wrote: »However valuable this may be performance wise, it is just too much of a sacrifice for the RPG aspect in the current form. All the outfits and skill styles don't matter if the character is just jittering and convulsing on screen. The fact that it actually introduced more problems than it solved from a game play perspective just screams roll back at this point.
It's not valuable at all.
I've been working on server-client architecture for ages, and I can assure you that animations are handled on the client side.
Every animation that is triggered by your own actions is only client-side; animations that are responses to enemy attacks or something like that are triggered from the BE side but only with an "id", animation files are stored and performed on the client.
It's actually easy to check. Everyone has at least once encountered a situation when they lost connection to the server, but the client doesn’t disconnect instantly, and you can run/attack/cast things with all proper animations for a minute or so, but the world is static and wouldn’t react (no connection). It’s proof that animations are being handled on the client.
If ZOS tried to improve server-side performance by destroying animations, that means their architecture is an ancient, unoptimized mess.
Personally, I think this is an attempt to cover poor optimization on past-gen consoles and very old PCs, or, for example, to improve client-side performance on devices like the Steam Deck.
The problematic part marked in orange, first increase delay in animation gap, followed by a shift of the cast-to-animation window by half a second. This is not normal and very hard to play. Missing weave often. Because you no longer get the visual confirmation that you have cast the skill from the consecutive weave. So far this only happens with elemental weapon for me with a lighting staff (I don't know if that matters). But is my fav skill and for me personally is a break of my build
lostineternity wrote: »It's not valuable at all.
I've been working on server-client architecture for ages, and I can assure you that animations are handled on the client side.
Every animation that is triggered by your own actions is only client-side; animations that are responses to enemy attacks or something like that are triggered from the BE side but only with an "id", animation files are stored and performed on the client.
It's actually easy to check. Everyone has at least once encountered a situation when they lost connection to the server, but the client doesn’t disconnect instantly, and you can run/attack/cast things with all proper animations for a minute or so, but the world is static and wouldn’t react (no connection). It’s proof that animations are being handled on the client.
If ZOS tried to improve server-side performance by destroying animations, that means their architecture is an ancient, unoptimized mess.
Personally, I think this is an attempt to cover poor optimization on past-gen consoles and very old PCs, or, for example, to improve client-side performance on devices like the Steam Deck.

This is insane, honestly. The fact that U48 is probably THE smallest update in the history of this game and has broken so much is extremely discouraging. Abilities not dealing damage, passives failing to work, issues with blocking, animations completely trashed across the board, multiple PVE encounters bugged mechanically.
Was the entire QA department let go? I cannot fathom how a patch like this could even be pushed live when many of these issues were brought up on the PTS.
All of the above, and also the fact that they still haven't communicated anything in this post is very concerning.
Just pull a Destiny 1 and separate the players who won’t update their consoles or PCs stuck at whatever update the support ended… then make a second version with continuous updates only available to people who can play it.
Just pull a Destiny 1 and separate the players who won’t update their consoles or PCs stuck at whatever update the support ended… then make a second version with continuous updates only available to people who can play it.
They will have to do that eventually, old consoles already compose a very small playerbase, they need to start thinking what they're losing on downgrading the game just to support them.
Not even just downgrading, but think about the amount of possible features we lost just because the old gen couldn't handle it.
Just pull a Destiny 1 and separate the players who won’t update their consoles or PCs stuck at whatever update the support ended… then make a second version with continuous updates only available to people who can play it.
valenwood_vegan wrote: »Yeah I really can't believe this went live.
And hmm, where is our new management team that was recently so interested in player feedback and communication? It's ok though, I'm sure soon we can be told about how they can't wait to tell us about all the great things coming!
Pepegrillos wrote: »My guess? they are either trying stuff out, or just shipped a fragment of a bigger project.
You can read the hints here, point 2: https://www.reddit.com/r/elderscrollsonline/comments/1iemzy0/comment/mfzryot/?context=3
Pepegrillos wrote: »My guess? they are either trying stuff out, or just shipped a fragment of a bigger project.
You can read the hints here, point 2: https://www.reddit.com/r/elderscrollsonline/comments/1iemzy0/comment/mfzryot/?context=3
Pepegrillos wrote: »My guess? they are either trying stuff out, or just shipped a fragment of a bigger project.
You can read the hints here, point 2: https://www.reddit.com/r/elderscrollsonline/comments/1iemzy0/comment/mfzryot/?context=3
Pepegrillos wrote: »To people saying this can't be a fragment of a bigger project, or that you don't try stuff on live, I'd like to remind you all of the homogenization and hybridization projects.
Pepegrillos wrote: »To people saying this can't be a fragment of a bigger project, or that you don't try stuff on live, I'd like to remind you all of the homogenization and hybridization projects.
And I'd like to remind you of how incomplete, unfinished, or broken those projects are.