Emma_Eunjung wrote: »Why did ZOS add animation cancelling to ESO? Because all the alternatives were BAD. If the devs had coded ALL actions to lock out other actions until their animations were finished, combat in ESO would feel extremely sluggish and unresponsive. This is NOT what most players want from ESO, especially the players who came from a background of the Elder Scrolls single player games, which are known for their snappy combat. Animation cancelling is not a bug, it's a feature... and a good feature in my opinion.
ontheleftcoast wrote: ».....
I can easily do this on my Sorcerer. On my main bar I have '4' bound to Conjured Wart and '5' bound to Critical Surge.
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firstdecan wrote: »ontheleftcoast wrote: ».....
I can easily do this on my Sorcerer. On my main bar I have '4' bound to Conjured Wart and '5' bound to Critical Surge.
.....
Conjured Wart? Did you get that from the frog races?
firstdecan wrote: »ontheleftcoast wrote: ».....
I can easily do this on my Sorcerer. On my main bar I have '4' bound to Conjured Wart and '5' bound to Critical Surge.
.....
Conjured Wart? Did you get that from the frog races?
ontheleftcoast wrote: »firstdecan wrote: »ontheleftcoast wrote: ».....
I can easily do this on my Sorcerer. On my main bar I have '4' bound to Conjured Wart and '5' bound to Critical Surge.
.....
Conjured Wart? Did you get that from the frog races?
Do you expect me to proofread? Yeesh, I'm a Computer Science geek, not an English Major dweeb!
But what if they do something that actually encourages animation cancelling?MaximusDargus wrote: »In ESO live last month, the one that included Lead Animation designer (they were showing detailed models of IC enemies) he said that they are aware of animation cancelling and they have plans to do something with it.
Soon(tm) the days of animation cancelling exploiters might be done.
ontheleftcoast wrote: »Emma_Eunjung wrote: »Why did ZOS add animation cancelling to ESO? Because all the alternatives were BAD. If the devs had coded ALL actions to lock out other actions until their animations were finished, combat in ESO would feel extremely sluggish and unresponsive. This is NOT what most players want from ESO, especially the players who came from a background of the Elder Scrolls single player games, which are known for their snappy combat. Animation cancelling is not a bug, it's a feature... and a good feature in my opinion.
There's another option -- make then animations match their cooldown times. Seriously, after the 3017th time casting Conjured Ward I really don't care how "awesome" the animation looks. I just want the damn spell effects. If Wrecking Blow's animation is twice as long as the effect takes then shorten the animation to match the effect's time. It would be harder to deal with decisions like, "We decided to make the Foo Morph on Bar take 0.1s longer" because they'd have to modify the animations and not just one number in a table somewhere.
Regardless, it seems like ZOS has made multiple decisions that mean we're stuck with macros and their benefits or problems. If that's the case than everyone should be free to use them all the time and ZOS should remove their ominous language about them in the Terms of Service.
KanedaSyndrome wrote: »Animation cancelling is a display of ZoS incompetency. It was never meant to have been in the game, and in the beginning I believe it was considered a bug, but then they realized they didn't have the muscle to fix it, so it became a "feature", which completely broke any balancing in the game, especially PvE, which wasn't balanced with animation cancelling in mind, as you can't expect players to use this or even know of it. But this has the effect that I solo public group dungeons, even the group events inside I solo.
I solo stuff meant for 4 players. That's broken balance.
Emma_Eunjung wrote: »Although I have no reason to doubt the technical issues you described are true, none of that is the reason for animation cancelling in ESO. Animation cancelling is simply an aesthetic decision by the game's designers... a visual side effect that has no bearing on the underlying mechanics of ESO's combat system.
What are those "underlying mechanics"? Cooldowns! Yes, even though the devs claimed at launch that ESO would have no cooldowns, there are in fact cooldowns hiding throughout ESO's combat system. The entire source of the "animation cancelling" controversy is the fact that the length of the animations does not always equal the length of the cooldown for the attack in question. Example: the full animation for Wrecking Blow is MUCH longer the the 1 second cast time. However, if you cast Wrecking Blow repeatedly at 1 second intervals, it cancels (shortens) it's own animation to match the length of the cooldown. Weapon attacks (light, heavy), block, interrupts, dodges and weapon swaps all have their own cast times, cooldowns and animations, some of which can cancel each others animations!
Why did ZOS add animation cancelling to ESO? Because all the alternatives were BAD. If the devs had coded ALL actions to lock out other actions until their animations were finished, combat in ESO would feel extremely sluggish and unresponsive. This is NOT what most players want from ESO, especially the players who came from a background of the Elder Scrolls single player games, which are known for their snappy combat. Animation cancelling is not a bug, it's a feature... and a good feature in my opinion.
ShadowDisciple wrote: »why not just learn to animation cancel..its preety easy..i did it almost accidentaly...tap mouse and ability button rougly the same time and voila
What's worse are the defenders on this animation cancelling. Imagine a baseball player swing to hit the ball then just runs before he completes the follow through after the ball is hit. You wouldn't call it clever, you would think reality is breaking.
Hell a duel between swordsman would be a spectacle if physics allowed animation cancelling.
When it comes to combat you have to take into account the speed of an attack and the followthrough of the attack, it what makes combat more immersive, but this is just an abuse of a system that ZoS doesn't want to deal with and decided to endorse it like a writer does when he make mistake in the continuation of his story.
It get's even more stupider when people refer to "mastering" this as skill, when it so simple a robot can do it... oh wait they are doing it with macros.
The solution I can come up with isn't pretty but I think the effects of those being animation canceled should be reduced to 50%. At the least it prevents people from feeling stuck when they think they made a mistake and at the most it prevents the rampant abuse of animation canceling as a means to capitalize and an obvious problem with the game.
It's not hard to chain priorities to cut the animation time to zilch then end it with a block or dodge cast.
What's worse are the defenders on this animation cancelling. Imagine a baseball player swing to hit the ball then just runs before he completes the follow through after the ball is hit. You wouldn't call it clever, you would think reality is breaking.
Hell a duel between swordsman would be a spectacle if physics allowed animation cancelling.
When it comes to combat you have to take into account the speed of an attack and the followthrough of the attack, it what makes combat more immersive, but this is just an abuse of a system that ZoS doesn't want to deal with and decided to endorse it like a writer does when he make mistake in the continuation of his story.
It get's even more stupider when people refer to "mastering" this as skill, when it so simple a robot can do it... oh wait they are doing it with macros.
The solution I can come up with isn't pretty but I think the effects of those being animation canceled should be reduced to 50%. At the least it prevents people from feeling stuck when they think they made a mistake and at the most it prevents the rampant abuse of animation canceling as a means to capitalize and an obvious problem with the game.
It's not hard to chain priorities to cut the animation time to zilch then end it with a block or dodge cast.
What's worse are the defenders on this animation cancelling. Imagine a baseball player swing to hit the ball then just runs before he completes the follow through after the ball is hit. You wouldn't call it clever, you would think reality is breaking.
Hell a duel between swordsman would be a spectacle if physics allowed animation cancelling.
When it comes to combat you have to take into account the speed of an attack and the followthrough of the attack, it what makes combat more immersive, but this is just an abuse of a system that ZoS doesn't want to deal with and decided to endorse it like a writer does when he make mistake in the continuation of his story.
It get's even more stupider when people refer to "mastering" this as skill, when it so simple a robot can do it... oh wait they are doing it with macros.
The solution I can come up with isn't pretty but I think the effects of those being animation canceled should be reduced to 50%. At the least it prevents people from feeling stuck when they think they made a mistake and at the most it prevents the rampant abuse of animation canceling as a means to capitalize and an obvious problem with the game.
It's not hard to chain priorities to cut the animation time to zilch then end it with a block or dodge cast.
So simple a robot can do it lol when robots are used to complete difficult precision tasks. Also Macros are to unreliable and result in a dps loss plus are against TOS dont know about you but I wouldnt risk an account ban for lower DPS and less flexibility. Also you say everybody who does it is using macros I'd love to see your data on this.
Your last statement proves that you dont understand how the gcd on skills, regular attacks and blocking work.
ToS from EsoYou agree not to use any hardware or software or any other method of support that is not authorized by ZeniMax or that may in any way influence or advantage Your playing abilities, or influence or advantage Your use of the Services. Third party tools, the use of ‘bots’, “speed hacks”, “deep-link”, “page-scrape”, “robot”, “spider”, algorithm or other programs that copy or monitor any part of the Services (including, but not limited to, the Game(s) and/or forums).
ontheleftcoast wrote: »On my main bar I have '4' bound to Conjured Ward and '5' bound to Critical Surge. If I press and release 4 then press and release 5 both animations play out but if I use rollover and press them at the same time only one animation plays. However I get both spells cast. That's rollover taking advantage of the ZOS coding decision on packet delays.