You left off enemies that can track you when your invisible (invisible bat swarm) or when you teleport (nightblade teleport to your shadow ability)
You also left of targeting, which is best described with a three letter word commonly used to describe a donkey.
riverdragon72 wrote: »i am so ****ing sick of being targeted through walls, sewer corridors huge granite cliffs, around corners, etc trying to escape the over glomming zergs, only to be targeted, cc'd sheild bashed, charged and what ever the hell else while I should be on a semi clear escape route. WTF.
@SirAndy
@SirAndy
I'm not sure what languages you have written in your 40 years of coding, but 15 years of writing ONLY modern, object oriented code, (C++, Java, C#) I can say that you CAN'T tell how well-coded software is simply by performance. There are simply too many other factors involved. Moreover, none of us besides the developers knows what kinds of constraints they were working under. How many lines of code are in ESO? Millions, I'm guessing, and not simply procedural code, but OO code. We don't know the constraints of the game and graphics engines. You simply cannot say that the anomalies people experience are due to "poor coding" with a straight face and call yourself an experienced programmer. It shows an extreme level of ignorance.
DovresMalven wrote: »You don't even have to click to attack in this game, you just hold down left click- and use skills to determine the length of attack. You can throw a block quickly after the skill to animation cancel it too. Essentially it becomes holding left click to auto-attack. It becomes WoW. I wish it was 2-hands like skyrim T__T
riverdragon72 wrote: »There are games that are going on 10 years old that were coded properly from the start that this never happened in.
GrimMauKin wrote: »I've always hated the targeting and the exaggerated range from which you can be hit but I'm having a real problem with the fact that MOBS are not solid to each other and tend to occupy the same space. This makes targeting pretty tough, means that you can get hit by just about everything in a pack simultaneously and can't bottleneck a group of MOBS through landscape features or a doorway.
In general I feel that TESO favours toe-to-to slugfests at the expense of battlefield awareness and placement/mobility.
riverdragon72 wrote: »i am so ****ing sick of being targeted through walls, sewer corridors huge granite cliffs, around corners, etc trying to escape the over glomming zergs, only to be targeted, cc'd sheild bashed, charged and what ever the hell else while I should be on a semi clear escape route. WTF.
Just because you can't spot bad code doesn't mean others can't. Trying to project your own ignorance onto me still makes you the one who is ignorant.I'm not sure what languages you have written in your 40 years of coding, but 15 years of writing ONLY modern, object oriented code, (C++, Java, C#) I can say that you CAN'T tell how well-coded software is simply by performance. There are simply too many other factors involved. Moreover, none of us besides the developers knows what kinds of constraints they were working under. How many lines of code are in ESO? Millions, I'm guessing, and not simply procedural code, but OO code. We don't know the constraints of the game and graphics engines. You simply cannot say that the anomalies people experience are due to "poor coding" with a straight face and call yourself an experienced programmer. It shows an extreme level of ignorance.
Just because you can't spot bad code doesn't mean others can't. Trying to project your own ignorance onto me still makes you the one who is ignorant.I'm not sure what languages you have written in your 40 years of coding, but 15 years of writing ONLY modern, object oriented code, (C++, Java, C#) I can say that you CAN'T tell how well-coded software is simply by performance. There are simply too many other factors involved. Moreover, none of us besides the developers knows what kinds of constraints they were working under. How many lines of code are in ESO? Millions, I'm guessing, and not simply procedural code, but OO code. We don't know the constraints of the game and graphics engines. You simply cannot say that the anomalies people experience are due to "poor coding" with a straight face and call yourself an experienced programmer. It shows an extreme level of ignorance.
If you heard the name of the programming language, i've used it. Plus a bunch you probably never heard of. Started out as a machine code programmer in 1978.
I've been working on all sorts of projects in countries all over the world, including many years spent in the gaming industry.
Have you done any profiling on the ESO client app and the client/server communication protocol?
No? Thought so. I have ...
Just because you can't spot bad code doesn't mean others can't. Trying to project your own ignorance onto me still makes you the one who is ignorant.I'm not sure what languages you have written in your 40 years of coding, but 15 years of writing ONLY modern, object oriented code, (C++, Java, C#) I can say that you CAN'T tell how well-coded software is simply by performance. There are simply too many other factors involved. Moreover, none of us besides the developers knows what kinds of constraints they were working under. How many lines of code are in ESO? Millions, I'm guessing, and not simply procedural code, but OO code. We don't know the constraints of the game and graphics engines. You simply cannot say that the anomalies people experience are due to "poor coding" with a straight face and call yourself an experienced programmer. It shows an extreme level of ignorance.
If you heard the name of the programming language, i've used it. Plus a bunch you probably never heard of. Started out as a machine code programmer in 1978.
I've been working on all sorts of projects in countries all over the world, including many years spent in the gaming industry.
Have you done any profiling on the ESO client app and the client/server communication protocol?
No? Thought so. I have ...