The combat coding in this game is utter crap

riverdragon72
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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.
Meh...**** it..
  • Preyfar
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    What, you don't like enemies who can attack you through solid floors in keeps?
  • riverdragon72
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    There are games that are going on 10 years old that were coded properly from the start that this never happened in.
    Meh...**** it..
  • acw37162
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    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.
  • Kammakazi
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    You must be a code expert.
  • Twilix01
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    I get what you're saying but I feel like I have to say to truly say code is crap you have to actually be able to see the code.
  • Leeric
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    Anyone with a basic understanding can see the coding is crap bro.
  • Anhedonie
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    acw37162 wrote: »
    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.

    Clouding Swarm used to grant you invisibility (if I recall correctly). Like nightblade's dark cloak. Check old videos. Now it simply makes you transparent. Dunno why they changed that.
    Edited by Anhedonie on September 23, 2015 3:04AM
    Profanity filter is a crime against the freedom of speech. Also gags.
  • Mojmir
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    Lol so you gotta be a dev now to even get away with complaining.
  • Xeven
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    Its actually pretty good. Realtime server combat like this isn't easy to do. This isn't COD.
  • Sithisvoid
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    You can get hit with about 6 skills at once too.
  • SirAndy
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    Twilix01 wrote: »
    I get what you're saying but I feel like I have to say to truly say code is crap you have to actually be able to see the code.
    No ...

    With almost 40 years of coding under my belt, i can easily spot crappy programming in an App, no source code needed.
    type.gif
  • PinoZino
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    SirAndy wrote: »
    Twilix01 wrote: »
    I get what you're saying but I feel like I have to say to truly say code is crap you have to actually be able to see the code.
    No ...

    With almost 40 years of coding under my belt, i can easily spot crappy programming in an App, no source code needed.
    type.gif

    Sorry, but you can't see if the code is crap without the source.

    Software with a crappy interface and bugs, can have an elegant piece of source code.
    Software that looks fantastic and containing no bugs at all can have a crappy source code.

    Besides, IMHO, the beauty of a piece of code is not determined by the source code itself, but the software architecture.


    Founder of Tradelodge, a trade guild operating on the European Megaserver for Playstation®4.

    Visit our website: http://tradelodge.blogspot.com/
  • NobleNerd
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    Code epeening aside..... the combat in this game and the targeting is not very good and needs some fixes, especially for pvp. Most of the stealth/invisible abilities don't even help you escape when you can be hit and targeted even during the abilities.
    BLOOD RAVENS GAMING
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  • Swindy
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    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.

    You left out the egg mother, who can now after 1.7, not only send her electric 37k+ charges through the floor to ceiling solid rock pillar 3-4 times her size (& she's a big girl), but can physically walk through that pillar to deliver light & heavy as well as her specials.

    (Nice sig btw.)
    II Swindy II

    Australian on Xbox NA (ex EU)
  • InvictoNZ
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    It's incredibly easy to tell it's crap.

    They reduced lag by removing the 2nd line of sight check, now you get hit when out of line of sight, but you have less lag.

    Yay I guess.
  • Alucardo
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    Hah, this literally just happened to me. I was in a room alone, but couldn't couldn't go through the door to proceed because apparently there was an enemy in the area. I could see the red dot moving around but there was not a damn thing in that room with me. This enemy kept using that annoying root spell that looks like vines every 10 seconds. After I eventually ran around enough to lose them I managed to get through the door, and there they were waiting for me
  • jkemmery
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    SirAndy wrote: »
    Twilix01 wrote: »
    I get what you're saying but I feel like I have to say to truly say code is crap you have to actually be able to see the code.
    No ...

    With almost 40 years of coding under my belt, i can easily spot crappy programming in an App, no source code needed.
    type.gif
    @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.
  • PinoZino
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    jkemmery wrote: »
    SirAndy wrote: »
    Twilix01 wrote: »
    I get what you're saying but I feel like I have to say to truly say code is crap you have to actually be able to see the code.
    No ...

    With almost 40 years of coding under my belt, i can easily spot crappy programming in an App, no source code needed.
    type.gif
    @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.

    Indeed, it's just not possible.

    Software is like people. Some are looking good and brilliant at first glance, but if you look under the hood it's all rotten. Et vice versa.
    Founder of Tradelodge, a trade guild operating on the European Megaserver for Playstation®4.

    Visit our website: http://tradelodge.blogspot.com/
  • DovresMalven
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    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
    Edited by DovresMalven on September 23, 2015 6:23AM
    Dovres Malven
    - Aldmeri Dominion
  • UltimaJoe777
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    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

    The whole reason I waited for PS4 (aside from my computer not being strong enough to handle a high-magnitude game and friends going the same console route rather than Xbox) is because I played Skyrim on PS3, enjoyed it before I got fed up with the bugs and stuff ruining my immersion, and prefer to play an Elder Scrolls title on consoles.
    Edited by UltimaJoe777 on September 23, 2015 6:24AM
    Guildmaster of Power With Numbers in PS4 NA Server's Aldmeri Dominion.
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  • Belidos
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    There are games that are going on 10 years old that were coded properly from the start that this never happened in.

    Yeah, but in most of those games you keep getting the "target not line of site message" message come up even if you're standing on their damned toes, someone needs to figure out how to get the best of both worlds and I don't think anyone has yet.
  • GrimMauKin
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    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.
    I am one of The Great Mediocracy, those whose role in life is to provide the baseline by which The Few deem themselves Great.
  • DovresMalven
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    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.

    ^ and it will always be the case in a game that involves ability spamming
    Dovres Malven
    - Aldmeri Dominion
  • Bhakura
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    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.


    its not wtf
    If an attack starts on you while visible and you run behind a wall before attack hits, the attack will not suddenly vanish, it will land.
    Yes its not logical but shooting fireballs from your fingertips and to quote Braveheart, shooting thunderbolts out of your arse isnt either.

  • Alucardo
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    Their coding is crap? Link me to your github and let me judge yours
  • SirAndy
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    jkemmery wrote: »
    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.
    shades.gif

    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 ...
    poke.gif
  • _adhyffbjjjf12
    _adhyffbjjjf12
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    Ah it's easy

    canhityou = x, y=> x.cansee(y)

    All net performance and design issues solved suuuurly :smile:
  • Waffennacht
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    SirAndy wrote: »
    jkemmery wrote: »
    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.
    shades.gif

    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 ...
    poke.gif

    Then it's ALL YOUR FAULT! Lmao jk I really enjoy the game, seems to be better than any mmo I've played, I don't mind. I play on console
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
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    Waffennacht' Builds
  • Sithisvoid
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    Oh yeah? Well i got 30 years exp eating sammiches and i can't tell if it's miracle whip
  • rb2001
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    SirAndy wrote: »
    jkemmery wrote: »
    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.
    shades.gif

    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 ...
    poke.gif

    To those saying "you can't tell if the coding is no good without looking at it", I feel like we are getting off track. We aren't really talking about how the code itself is structured, or how ZOS's programmers code is and what limitations they have (based on the libraries that they have selected or been told to work with), but we are talking about the end result (i.e. the game's combat).

    Regardless of how clean, messy, neat, structured, beautiful, ugly, etc. whatever the code is, the game's combat, as implemented, has a long way to go before matching some games that were made 15 years ago, simply put.

    I've talked about these things before, too. Enemies in this game, as well as player characters, do not have proper movement/action restrictions with respect to terrain, position, structures (walls, etc.), line of sight, any of that.

    This is the crux. Let's not get caught up in the coding details, but let's talk about the end result, as that was the idea behind the OP's post.

    Mobs of enemies should not all be able to attack you at the same time as soon as they are anywhere remotely "near you", and just sort of.. waving their arms near you. A single player or mob should only be able to occupy a physical space at once, and things should.. get in the way of other things.

    Terrain should be important. As it is, enemies can just teleport up walls and cliffs and stuff. It's bad implementation, plain and simply.

    Walls should be important. Line of sight, sound, etc. should matter. Older PC games like S.T.A.L.K.E.R. get this right. Games like RE4 get this right where enemies cannot walk through each other, and only the ones at the front of the pack are able to physically attack you.

    Yes, we all know its server/client, but these things can be improved, and need to be in order for combat to tighten up and become more reasonable.

    The OP's frustration is certainly valid and felt by a lot of us. Let's talk about that.
    Edited by rb2001 on September 23, 2015 6:40PM
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