Lava_Croft wrote: »Animation Cancelling since day one, I still do it heavily when I play.
Animation Cancelling does not add a layer of skill, it adds a layer of advantages for people who have the frame rate and latency to successfully animation cancel. You might as well say your 50 ping means you have more skill than someone with a 200 ping.
We have great animations in ESO that act as cooldowns, please make them function properly.
ZOS is supposed to balance the game around players who play on potatoes, with dial up connections or choose to join a server located on the other side of the world now?NO.
"Skill Weaving" adds complexity and dynamics to the combat system. If your only gripe is that the animation doesn't match what is happening, then request the animations be shortened. The combat system is more intuitive than any other I've played.
I sincerely hope ZOS never makes this game a boring combat copy of other games where I can literally take a smoke break after activating an ability while watching my animations.
ps. block casting is not lazy, it's the opposite actually. NOT blocking is lazy. Plus they addressed this with the no stam regen while blocking. moving on.learn animation canceling ? skilled player use it ?
that joke. All players who use it, do it with macro. Macro is skilled ? u_u
Here's an obligatory L2P post for you. Where is my LOL button?! Skill weaving (aka animation canceling, whatever you want to call it) is SO FREAKING EASY. Just get over it and L2P already. No macros needed.
Lol! (lol button pressed). Consider those with higher ping (but still considered acceptable levels); they're dead or taking extreme damage before they even realise the attacks have happened (in PvP at least). Animation cancelling was an extremely unbalanced anomaly to enter this game.
I remember one post ages ago of someone claiming how intelligent it was and was trying to teach players how to do it, I agreed with the post as it was trying to bring all players onto a fair playing field, but it doesn't cancel the fact that given this game is real time, it makes it extremely unbalanced in some areas.
Lava_Croft wrote: »Animation Cancelling since day one, I still do it heavily when I play.
Animation Cancelling does not add a layer of skill, it adds a layer of advantages for people who have the frame rate and latency to successfully animation cancel. You might as well say your 50 ping means you have more skill than someone with a 200 ping.
We have great animations in ESO that act as cooldowns, please make them function properly.
There's more out thereLava_Croft wrote: »Animation Cancelling since day one, I still do it heavily when I play.
Animation Cancelling does not add a layer of skill, it adds a layer of advantages for people who have the frame rate and latency to successfully animation cancel. You might as well say your 50 ping means you have more skill than someone with a 200 ping.
We have great animations in ESO that act as cooldowns, please make them function properly.
Hearing this from a veteran ESO-player makes me happy i'm not the only veteran player still thinking about this.
Lava_Croft wrote: »There's more out thereLava_Croft wrote: »Animation Cancelling since day one, I still do it heavily when I play.
Animation Cancelling does not add a layer of skill, it adds a layer of advantages for people who have the frame rate and latency to successfully animation cancel. You might as well say your 50 ping means you have more skill than someone with a 200 ping.
We have great animations in ESO that act as cooldowns, please make them function properly.
Hearing this from a veteran ESO-player makes me happy i'm not the only veteran player still thinking about this.
No no....the latency excuse is the biggest cop out ever. I've played ESO on a MacBook that had consistently high latency (10-20 fps and 100+ ping) and a brand new PC gaming rig @90 fps on ultra <100 ping and I can tell you this rebuttle is just that, an excuse. I had no problems weaving when I was dealing with latency. What the latency arguments are about is a difference of milliseconds..... MILLISECONDS. It's just not an issue at that small a scale.
No no....the latency excuse is the biggest cop out ever. I've played ESO on a MacBook that had consistently high latency (10-20 fps and 100+ ping) and a brand new PC gaming rig @90 fps on ultra <100 ping and I can tell you this rebuttle is just that, an excuse. I had no problems weaving when I was dealing with latency. What the latency arguments are about is a difference of milliseconds..... MILLISECONDS. It's just not an issue at that small a scale.
You're not really stating any actual numbers sadly. 95 ping compared to 105 ping is indeed nothing noticeable. Though 50 ping to 150 ping is quite a bigger difference in responsetime. FPS does not really apply for this matter
No no....the latency excuse is the biggest cop out ever. I've played ESO on a MacBook that had consistently high latency (10-20 fps and 100+ ping) and a brand new PC gaming rig @90 fps on ultra <100 ping and I can tell you this rebuttle is just that, an excuse. I had no problems weaving when I was dealing with latency. What the latency arguments are about is a difference of milliseconds..... MILLISECONDS. It's just not an issue at that small a scale.
You're not really stating any actual numbers sadly. 95 ping compared to 105 ping is indeed nothing noticeable. Though 50 ping to 150 ping is quite a bigger difference in responsetime. FPS does not really apply for this matter
No no....the latency excuse is the biggest cop out ever. I've played ESO on a MacBook that had consistently high latency (10-20 fps and 100+ ping) and a brand new PC gaming rig @90 fps on ultra <100 ping and I can tell you this rebuttle is just that, an excuse. I had no problems weaving when I was dealing with latency. What the latency arguments are about is a difference of milliseconds..... MILLISECONDS. It's just not an issue at that small a scale.
You're not really stating any actual numbers sadly. 95 ping compared to 105 ping is indeed nothing noticeable. Though 50 ping to 150 ping is quite a bigger difference in responsetime. FPS does not really apply for this matter
Sorry, not in my experience. I had to be 300+ ping for it to make any difference and at that point, you're basically stuttering. But again is it ZOS's responsibility to balance the game around that? It's the responsibility of the players to meet the recommended requirements, purchase viable internet access, and use a server in their hemisphere, or else deal with the consequences of not doing so.
Hiero_Glyph wrote: »@Cuyler
Not everyone has a choice of selecting an optimal server location. I mean there are no Oceanic servers or Asian servers and depending on where you are in comparison to the regional megaserver (NA=Texas, EU=Germany) your speeds may vary. This is compounded when we include FPS loss due to performance issues as registering an input may require additional milliseconds that you do not have. As I noted previously, the other night I was unable to weapon swap cancel consistently since the game was struggling to keep up with what was happening. The result is that if the game requires a low ping to compensate for FPS drops then there is a problem that is outside of the player's control.
And yes, milliseconds can matter as anyone who has played a competitive shooter knows since when you face a player with a superior ping you can often be shooting at their ghost. What I mean is that you will see them come around a corner but in reality they already came around it and reaacted to you before you even saw them. The problem is that everything you do is delayed so not only do you see updates more slowly, but your inputs are registered more slowly, and you must wait for the animations (which are delayed) before you can input the next action, etc. The result is that what may only be a miniscule delay can end up costing you a noticeable amount of time since all of these things add up.
I fully understand (I played COD since the first modern warfare, I was the guy with the 30:1 K:D ratio). Anyways, the solution however is not explicit to animation cancelling, as simply balancing that would not alleviate the actual problem. I know it's a long shot, but requesting additional servers and requesting for bug fixes is really the solution. Animation cancelling is just a scapegoat.
I fully understand (I played COD since the first modern warfare, I was the guy with the 30:1 K:D ratio). Anyways, the solution however is not explicit to animation cancelling, as simply balancing that would not alleviate the actual problem. I know it's a long shot, but requesting additional servers and requesting for bug fixes is really the solution. Animation cancelling is just a scapegoat.
They can fix bugs and request servers all they want, the animation cancelling will still look clunky
Hiero_Glyph wrote: »@Cuyler
Not everyone has a choice of selecting an optimal server location. I mean there are no Oceanic servers or Asian servers and depending on where you are in comparison to the regional megaserver (NA=Texas, EU=Germany) your speeds may vary. This is compounded when we include FPS loss due to performance issues as registering an input may require additional milliseconds that you do not have. As I noted previously, the other night I was unable to weapon swap cancel consistently since the game was struggling to keep up with what was happening. The result is that if the game requires a low ping to compensate for FPS drops then there is a problem that is outside of the player's control.
And yes, milliseconds can matter as anyone who has played a competitive shooter knows since when you face a player with a superior ping you can often be shooting at their ghost. What I mean is that you will see them come around a corner but in reality they already came around it and reaacted to you before you even saw them. The problem is that everything you do is delayed so not only do you see updates more slowly, but your inputs are registered more slowly, and you must wait for the animations (which are delayed) before you can input the next action, etc. The result is that what may only be a miniscule delay can end up costing you a noticeable amount of time since all of these things add up.
Bogdan_Kobzar wrote: »Just had another excellent idea,
have ZoS add program logic to the monsters/NPC's to use animation cancelling and attack weaving against players.
After all the elitist players flood tech support with bug reports, it'll be fixed.
Hiero_Glyph wrote: »@Cuyler
Not everyone has a choice of selecting an optimal server location. I mean there are no Oceanic servers or Asian servers and depending on where you are in comparison to the regional megaserver (NA=Texas, EU=Germany) your speeds may vary. This is compounded when we include FPS loss due to performance issues as registering an input may require additional milliseconds that you do not have. As I noted previously, the other night I was unable to weapon swap cancel consistently since the game was struggling to keep up with what was happening. The result is that if the game requires a low ping to compensate for FPS drops then there is a problem that is outside of the player's control.
And yes, milliseconds can matter as anyone who has played a competitive shooter knows since when you face a player with a superior ping you can often be shooting at their ghost. What I mean is that you will see them come around a corner but in reality they already came around it and reaacted to you before you even saw them. The problem is that everything you do is delayed so not only do you see updates more slowly, but your inputs are registered more slowly, and you must wait for the animations (which are delayed) before you can input the next action, etc. The result is that what may only be a miniscule delay can end up costing you a noticeable amount of time since all of these things add up.
I fully understand (I played COD since the first modern warfare, I was the guy with the 30:1 K:D ratio). Anyways, the solution however is not explicit to animation cancelling, as simply balancing that would not alleviate the actual problem. I know it's a long shot, but requesting additional servers and requesting for bug fixes is really the solution. Animation cancelling is just a scapegoat.
Hiero_Glyph wrote: »Hiero_Glyph wrote: »@Cuyler
Not everyone has a choice of selecting an optimal server location. I mean there are no Oceanic servers or Asian servers and depending on where you are in comparison to the regional megaserver (NA=Texas, EU=Germany) your speeds may vary. This is compounded when we include FPS loss due to performance issues as registering an input may require additional milliseconds that you do not have. As I noted previously, the other night I was unable to weapon swap cancel consistently since the game was struggling to keep up with what was happening. The result is that if the game requires a low ping to compensate for FPS drops then there is a problem that is outside of the player's control.
And yes, milliseconds can matter as anyone who has played a competitive shooter knows since when you face a player with a superior ping you can often be shooting at their ghost. What I mean is that you will see them come around a corner but in reality they already came around it and reaacted to you before you even saw them. The problem is that everything you do is delayed so not only do you see updates more slowly, but your inputs are registered more slowly, and you must wait for the animations (which are delayed) before you can input the next action, etc. The result is that what may only be a miniscule delay can end up costing you a noticeable amount of time since all of these things add up.
I fully understand (I played COD since the first modern warfare, I was the guy with the 30:1 K:D ratio). Anyways, the solution however is not explicit to animation cancelling, as simply balancing that would not alleviate the actual problem. I know it's a long shot, but requesting additional servers and requesting for bug fixes is really the solution. Animation cancelling is just a scapegoat.
As I have noted in detail previously, clipping an entire enimation is not skilled animation canceling. ZOS did not design ESO to handle animation canceling in a balanced manner. The fact that they are accepting it is just a lazy resolution to a current problem. I agree that animation canceling is not the primary issue but leaving it as is only makes these issues all the worse.
All animations needs to be given mandatory portions that cannot be clipped short. Even instant abilities should still have some portion of their animation visually represented. This gives players time to react and also allows them to counter certain abilites with reflects or other defensive skills. This would promote skillful play as it allows every player a chance to react. Additionally it would make knowing when you can clip an animation critical as you could literally abort an action instead of just animation canceling it.
Could you imagine a 1v1 where a Sorc aborts their own damage shield animation by mistake? Yes, mistakes like that should be costly and if you mess up the other player should be given a chance to take advantage of your mistake. Additioanlly, requiring a mandatory portion of an animation allows players a chance to interrupt the ability. ZOS could balance certain abilities like they mistakenly did with Wrecking Blow so that spamming interrupts would not work. Again, it's about balancing the animation canceling by giving players a chance to react according to what visual cues they see, not about seeing who can cancel the most animations in the shortest amount of time.
Anyway, ZOS has a lot of work before Cyrodiil is working properly so fixing animation canceling is secondary to general performance issues but it is worth noting that the way ZOS implemented animation canceling demonstrates their inexperience in this area.
If there is one thing I learned from this forum it's that if you make a well made parody song with video about something and put it on youtube then the devs will respond a couple days later and fix the problem.
Someone get that loading times parody song guy on this. Either that, or switch to console where people can't use macros.
Hiero_Glyph wrote: »Hiero_Glyph wrote: »@Cuyler
Not everyone has a choice of selecting an optimal server location. I mean there are no Oceanic servers or Asian servers and depending on where you are in comparison to the regional megaserver (NA=Texas, EU=Germany) your speeds may vary. This is compounded when we include FPS loss due to performance issues as registering an input may require additional milliseconds that you do not have. As I noted previously, the other night I was unable to weapon swap cancel consistently since the game was struggling to keep up with what was happening. The result is that if the game requires a low ping to compensate for FPS drops then there is a problem that is outside of the player's control.
And yes, milliseconds can matter as anyone who has played a competitive shooter knows since when you face a player with a superior ping you can often be shooting at their ghost. What I mean is that you will see them come around a corner but in reality they already came around it and reaacted to you before you even saw them. The problem is that everything you do is delayed so not only do you see updates more slowly, but your inputs are registered more slowly, and you must wait for the animations (which are delayed) before you can input the next action, etc. The result is that what may only be a miniscule delay can end up costing you a noticeable amount of time since all of these things add up.
I fully understand (I played COD since the first modern warfare, I was the guy with the 30:1 K:D ratio). Anyways, the solution however is not explicit to animation cancelling, as simply balancing that would not alleviate the actual problem. I know it's a long shot, but requesting additional servers and requesting for bug fixes is really the solution. Animation cancelling is just a scapegoat.
As I have noted in detail previously, clipping an entire enimation is not skilled animation canceling. ZOS did not design ESO to handle animation canceling in a balanced manner. The fact that they are accepting it is just a lazy resolution to a current problem. I agree that animation canceling is not the primary issue but leaving it as is only makes these issues all the worse.
All animations needs to be given mandatory portions that cannot be clipped short. Even instant abilities should still have some portion of their animation visually represented. This gives players time to react and also allows them to counter certain abilites with reflects or other defensive skills. This would promote skillful play as it allows every player a chance to react. Additionally it would make knowing when you can clip an animation critical as you could literally abort an action instead of just animation canceling it.
Could you imagine a 1v1 where a Sorc aborts their own damage shield animation by mistake? Yes, mistakes like that should be costly and if you mess up the other player should be given a chance to take advantage of your mistake. Additioanlly, requiring a mandatory portion of an animation allows players a chance to interrupt the ability. ZOS could balance certain abilities like they mistakenly did with Wrecking Blow so that spamming interrupts would not work. Again, it's about balancing the animation canceling by giving players a chance to react according to what visual cues they see, not about seeing who can cancel the most animations in the shortest amount of time.
Anyway, ZOS has a lot of work before Cyrodiil is working properly so fixing animation canceling is secondary to general performance issues but it is worth noting that the way ZOS implemented animation canceling demonstrates their inexperience in this area.
I agree on this 100%.
Here's a private message from a user on the forums sent to me on this subject. It's worth thinking about... @Wrobel @ZOS_GinaBruno @ZOS_RichLambert
"Saw post about animation cancelling. Actually, having studied PvP for 2 years, I can say I am 99% certain that it is what is at the root of the PvP lag. Yes, there have been other issues, which ZOS is slowly clearing up, but now the only time servers lag is when the large well known AOE bomb groups are present, and they always use animation cancelling.
What I believe is happening is their client cancels, the server acknowledges to them, but to the rest of the world the server wants to play the animation. This causes a desync because the server has no instruction about what to do in that case. The best supporting evidence on this is the NUMEROUS times I hear players attacking me, yet there is NO one engaged with me from my clients view. This is not lag, I have the highest most recent gaming machine (six months old) and the prior one was 1 year old.
While many believe that number of players cause issue, well to a point yes, but even in the busiest city, my latency never goes over 100 and FPS is always at least 50 so that shows it is something caused specifically with the mechanics I speak of.
Feel free to repost this, I am muted from posting due to the fact I pointed out too many wrong posts from devs."
Debate this all you want. When I notice that mashing buttons, coupled with mild latency and a 2H weapon equates to me 'weaving' *coughwhatabullspitwaytojustifybrokenmechanicscough* a heavy attack and wrecking blow spam in less time than it should take to do both I'm bothered by this. O wait. Been using this now as those big clunky TWO HANDED (read as SLOW, HEAVY, DIFFICULT TO WEILD) weapons slice through the air faster than a set of daggers???? Animation cancel a Steel Tornado (with that room clearing reach?????) with block. Cast faster, do more damage on a high area execution aoe....
I'm sorry. Leave animation cancelling alone like all those people who depend on it for their DPS numbers want you to. Leave it alone, but for the sake of hoping that something that occurs in this game MAKES ANY SENSE AT ALL for all that you do, REMOVE THE DAMAGE THAT OCCURS WHEN YOU CANCEL CANCEL CANCEL CANCEL a skill in exchange for something relevant to the course of your combat.
Gonna animation cancel payment of subscription. It won't actually charge my credit card, but I'll still get ESOPlus membership status. Sound about right?
Fellhand_ESO wrote: »I like the pace of the combat, just wish it looked like we were actually fighting rather than having seizures.
This. This. This.
The fact that ZOS didn't include all this into development of the game so they were actually surprised when animation cancelling became a thing just shows huge incompetence. And I want them to solve this esthetic problem, because it's their responsibility.
Emma_Eunjung wrote: »Fellhand_ESO wrote: »I like the pace of the combat, just wish it looked like we were actually fighting rather than having seizures.
This. This. This.
The fact that ZOS didn't include all this into development of the game so they were actually surprised when animation cancelling became a thing just shows huge incompetence. And I want them to solve this esthetic problem, because it's their responsibility.
When ZOS says stuff like that, what they really mean is that they didn't expect COMPLAINTS about animation cancelling to become a thing. Of course they know all about animation cancelling... they CODED it into the game!
ESO was NEVER designed to have slow combat with long-assed cooldowns like an old fashioned MMO. The sooner you and all the other complainers understand that, the sooner you'll be able to get with the program and learn to play ESO the way it was intended: FAST.
Emma_Eunjung wrote: »ESO was NEVER designed to have slow combat with long-assed cooldowns like an old fashioned MMO. The sooner you and all the other complainers understand that, the sooner you'll be able to get with the program and learn to play ESO the way it was intended: FAST.