Judas Helviaryn wrote: »
Judas Helviaryn wrote: »
MLGProPlayer wrote: »MLGProPlayer wrote: »Thank God I play on console
None of these stupid add ons that help you. Who knows what else is out there?
I'm sure there's stuff that blocks certain attacks for you or pulls off quick combos for you
Then some of these pc players come here with "master race" looool your gaming environment is toxic
Except we know exactly what else is out there...
There is a database with every add-on. Add-ons aren't hacks. They use the game's API. We know everything they can and cannot do.
LOL, you have no idea what's out there..... Unlike miat's add-on that ZOS blocked part of, there are some out there that take FULL advantage of the API, which is why they're private.
The API is publicly available. You can know exactly what add-ons are possible and which aren't.
Yes but there is a difference between knowing the list of possible ingredients and knowing what can be made from those ingredients and absolutely a difference between those and what is on sale at the local esoui bakery.
Consider - what if mists had never been released to esoui? What if it continued a small private maybe guild wide add-on. We would likely never had known it was doing all that it did that prompted action and changes.
Now lets assume mists was not and is not the pinnacle of PvP helper add-ins, just a decent one that was made public.
That does not seem an unreasonable hypothesis.
But until and unless ZOS implements an add-on white list system where the game refuses to run any non-zos-approved stuff, we cannot say with any confidence that we know what add-ins are in play.
While this is correct in the sense that knowing API might not be the same as knowing what can be made out of API, the whole situation gets overblown all the time by people mentioning that 'nobody knows what private addons people have!':)
The API is heavily limited in what it provides to the addons.
For instance there's no way to know map or 3d coordinated of enemy players. The API just doesn't provide that information.
There's no grey area as in 'smart people can do what ZOS prevented them to do to gain advantage'.
Anybody familiar with the API can immediately answer you what is and what is not possible to do in the addons.
What i did in the initial implementation of pvpalerts i just examined WHAT the API provides and found out it provided information about other players around me. There was no trick, no obscure information. The API, plain and simple, just had been telling anybody that 'unit #xxxxx casted cloak' or 'unit #yyyyy started blocking'. And in a separate place the API provided that 'unit with the name zzzz with id #aaaaa swapped its weapon bars'.
The only not straightforward thing i did was i remembered in the addon that unit with id #aaaaa had the name zzzz.
And that's literally it.
Btw, people who are afraid that 'there're many unpublished addons that give huge pvp advantage' are welcomed to ask specific questions in this thread as to what is possible and what is impossible to do with the API. I'll do my best to provide the answers.
Cheers!
Just did some testing with my friend, and it seems like that addon is able to detect player even if they never get out of stealth state.
Scenario tested: I am in stealth state and I use snipe. The moment I channel the spell my friend receives a warning about me sniping him. Even if I cancel the skill immediately after cast with block, which allows me to stay in stealth and not reveal myseal. The addon is able to detect it.
Same thing with Ambush. The moment I used ambush the addon detects it, even if I canceled it and stayed in stealth.
Some ppl have been saying that we have over estimated what the addon can do, but able to detect players directed spell even if they never get out of stealth state looks broken to me.
Edit:
Just to make this more clear. The addon is able to detect direct spells even if the spell was never fired (canceled) and the player never get out of stealth. If you don't have the addon you won't see or hear a thing.
Just did some testing with my friend, and it seems like that addon is able to detect player even if they never get out of stealth state.
Scenario tested: I am in stealth state and I use snipe. The moment I channel the spell my friend receives a warning about me sniping him. Even if I cancel the skill immediately after cast with block, which allows me to stay in stealth and not reveal myseal. The addon is able to detect it.
Same thing with Ambush. The moment I used ambush the addon detects it, even if I canceled it and stayed in stealth.
Some ppl have been saying that we have over estimated what the addon can do, but able to detect players directed spell even if they never get out of stealth state looks broken to me.
Edit:
Just to make this more clear. The addon is able to detect direct spells even if the spell was never fired (canceled) and the player never get out of stealth. If you don't have the addon you won't see or hear a thing.
This addon should absolutely be banned. Either stealth is in the game, or it isn't. Letting people who find/use this addon have a tremendous advantage vs people without is complete and utter #*($^(#.
Drummerx04 wrote: »I currently start a cast time attack like frags just to see if someone is using the addon. If I see them immediately dismount and start blocking and dodging, I just follow them around in stealth casting and cancelling causing a notification to pop up on their screen over and over and over again for up to 5-10 minutes.
@ZOS_GinaBruno @ZOS_JessicaFolsom
Why is this addon still allowed?
It clearly provides the users a distinct in game advantage and actually even affects build diversity as people can't build around heavy attacks or any channeled skill for example
If I manage to cloak, a person not using this addon doesn't know if I'm running away or charging up a heavy attack.
A person using this addon will know exactly what I'm doing & react to it, making many builds actually unplayable vs people using this addon.
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Just did some testing with my friend, and it seems like that addon is able to detect player even if they never get out of stealth state.
Scenario tested: I am in stealth state and I use snipe. The moment I channel the spell my friend receives a warning about me sniping him. Even if I cancel the skill immediately after cast with block, which allows me to stay in stealth and not reveal myseal. The addon is able to detect it.
Same thing with Ambush. The moment I used ambush the addon detects it, even if I canceled it and stayed in stealth.
Some ppl have been saying that we have over estimated what the addon can do, but able to detect players directed spell even if they never get out of stealth state looks broken to me.
Edit:
Just to make this more clear. The addon is able to detect direct spells even if the spell was never fired (canceled) and the player never get out of stealth. If you don't have the addon you won't see or hear a thing.
This addon should absolutely be banned. Either stealth is in the game, or it isn't. Letting people who find/use this addon have a tremendous advantage vs people without is complete and utter #*($^(#.
To me the key is not to ban the few publicly available add-ons that give an advantage while leaving the private ones alone. that is treating only the most obvious manifestation of the disease. its like treating the cut or the bruise and ignoring the clotting disorder.
@ZOS_GinaBruno @ZOS_JessicaFolsom
Why is this addon still allowed?
It clearly provides the users a distinct in game advantage and actually even affects build diversity as people can't build around heavy attacks or any channeled skill for example
If I manage to cloak, a person not using this addon doesn't know if I'm running away or charging up a heavy attack.
A person using this addon will know exactly what I'm doing & react to it, making many builds actually unplayable vs people using this addon.
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Stealthy rogues have a serious issue, they are only fun for the player himself. There is nothing enjoyable in getting ganked in one combo or fighting a stealthy archer who keeps kiting you and disappearing the moment something goes wrong. This playstyle only works for solo-games.
I really wish ZOS would discourage gank even more (and they are doing a good job with it) but give nightblades and bow some changes to make them viable through different means. Maybe a nerf (or flat out removal) to impen or some viable CC options for bow so they can actually stay in range...
@ZOS_GinaBruno @ZOS_JessicaFolsom
Why is this addon still allowed?
It clearly provides the users a distinct in game advantage and actually even affects build diversity as people can't build around heavy attacks or any channeled skill for example
If I manage to cloak, a person not using this addon doesn't know if I'm running away or charging up a heavy attack.
A person using this addon will know exactly what I'm doing & react to it, making many builds actually unplayable vs people using this addon.
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Stealthy rogues have a serious issue, they are only fun for the player himself. There is nothing enjoyable in getting ganked in one combo or fighting a stealthy archer who keeps kiting you and disappearing the moment something goes wrong. This playstyle only works for solo-games.
I really wish ZOS would discourage gank even more (and they are doing a good job with it) but give nightblades and bow some changes to make them viable through different means. Maybe a nerf (or flat out removal) to impen or some viable CC options for bow so they can actually stay in range...
@ZOS_GinaBruno @ZOS_JessicaFolsom
Why is this addon still allowed?
It clearly provides the users a distinct in game advantage and actually even affects build diversity as people can't build around heavy attacks or any channeled skill for example
If I manage to cloak, a person not using this addon doesn't know if I'm running away or charging up a heavy attack.
A person using this addon will know exactly what I'm doing & react to it, making many builds actually unplayable vs people using this addon.
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Stealthy rogues have a serious issue, they are only fun for the player himself. There is nothing enjoyable in getting ganked in one combo or fighting a stealthy archer who keeps kiting you and disappearing the moment something goes wrong. This playstyle only works for solo-games.
I really wish ZOS would discourage gank even more (and they are doing a good job with it) but give nightblades and bow some changes to make them viable through different means. Maybe a nerf (or flat out removal) to impen or some viable CC options for bow so they can actually stay in range...
There are plenty of counters to stealthers in this game, perhaps more counters than towards any other build archetype.
Also, with sneak attack modifier removed in last patch and proc sets on their way out, it remains to be seen if instagibs will be a thing anymore.
That said, there's always ways to fix/improve the stealth system (I've made half a dozen threads regarding the subject over the past three years).
One big, important change would be adding some kind of faint visual cues as to where a stealther is moving, so you can aim AoE there & atleast try to hit them (rather than just get lucky).
I feel that would add a necessary counter to cloak spam and would especially make NB vs NB fights more enjoyable.
...though I'd kinda like to see 100% invisibility in a non-spammable ultimate form, e.g. they could revamp Veil/Bolstering Darkness to give invisibility when cast.
@ZOS_GinaBruno @ZOS_JessicaFolsom
Why is this addon still allowed?
It clearly provides the users a distinct in game advantage and actually even affects build diversity as people can't build around heavy attacks or any channeled skill for example
If I manage to cloak, a person not using this addon doesn't know if I'm running away or charging up a heavy attack.
A person using this addon will know exactly what I'm doing & react to it, making many builds actually unplayable vs people using this addon.
[This post has been removed.]
[This post has been removed.]
Stealthy rogues have a serious issue, they are only fun for the player himself. There is nothing enjoyable in getting ganked in one combo or fighting a stealthy archer who keeps kiting you and disappearing the moment something goes wrong. This playstyle only works for solo-games.
I really wish ZOS would discourage gank even more (and they are doing a good job with it) but give nightblades and bow some changes to make them viable through different means. Maybe a nerf (or flat out removal) to impen or some viable CC options for bow so they can actually stay in range...
There are plenty of counters to stealthers in this game, perhaps more counters than towards any other build archetype.
Also, with sneak attack modifier removed in last patch and proc sets on their way out, it remains to be seen if instagibs will be a thing anymore.
That said, there's always ways to fix/improve the stealth system (I've made half a dozen threads regarding the subject over the past three years).
One big, important change would be adding some kind of faint visual cues as to where a stealther is moving, so you can aim AoE there & atleast try to hit them (rather than just get lucky).
I feel that would add a necessary counter to cloak spam and would especially make NB vs NB fights more enjoyable.
...though I'd kinda like to see 100% invisibility in a non-spammable ultimate form, e.g. they could revamp Veil/Bolstering Darkness to give invisibility when cast.
Most of the counters to stealth are extremely situational. They either take a valuable skill slot (looking at you, camo hunter...) or force you to not use pots (45 seconds cooldown is a long time). We do not have access to a lot of skill slots and giving up one of them to deal with those stealthy *** instead of having a real skill you can use in a fight with a proper opponent is not fun.
I like your idea of removing complete invisibility but this might make stealth pretty much useless and we do not need all the salty NB tears on the forums, they were nerfed hard enough...
First italics - my bet is the API was "heavily limited" before miat's and its functionality became public and resulted in ZOS attempting to rein in the functionality even more. My bet is it will be "heavily limited" after the next case is outted and zos makes more limitations and reductions.
An RPG cannot do as much as a tomahawk missile but that doesn't mean one person should get tomahawks while another gets a slingshot.
A non-add-on player in the game does not always get alerted to cancelled attacks, but an add-on that happens to be public makes it available to some.
If the competitive portions of this game are intended to be "for programmers only" who can build their own add-ons that should likely be made clear before purchase.
Second bold - was that statement true before the prior miats add-ons issues which led ZOS to reduce what the API allowed, or was there at that time such a "grey area" but now we have reached a perfect nirvana point where all the abuses that might be are covered?
or is the definition being used simply a case of "whatever is allowed" is fine?
Would you be against a formal policy preventing the game from using any non-public, non-zos approved add-on? If not, are there add-ons do you want to keep using that are not available to others?
@ZOS_GinaBruno @ZOS_JessicaFolsom
Why is this addon still allowed?
It clearly provides the users a distinct in game advantage and actually even affects build diversity as people can't build around heavy attacks or any channeled skill for example
If I manage to cloak, a person not using this addon doesn't know if I'm running away or charging up a heavy attack.
A person using this addon will know exactly what I'm doing & react to it, making many builds actually unplayable vs people using this addon.
If I manage to cloak, a person not using this addon doesn't know if I'm running away or charging up a heavy attack.
making many builds actually unplayable vs people using this addon
Judas Helviaryn wrote: »
Addon by toxic author for many toxic 1vX and scrubs dumbing down open world positioning mechanics and required skill for longer than half year without any sign of patch to remove that part from API not even some reaction from ZoS. Did I get it right?
@DDuke
Which specs are 'built around heavy attacks or any channeled skill for example', that my addon has anything to do with?
Bow gankers?
"If I manage to cloak, a person not using this addon doesn't know if I'm running away or charging up a heavy attack. "
Heavy attacks are excluded.
Attacks being tracked are : all heavy attacks (besides lightning staff and restoration staff), Snipe (Focused Aim, Lethal Arrow), Uppercut (Dizzying Swing, Wrecking Blow), Dark Flare/Solar Flare, hard-casted Crystal Fragments, Assassin's Will/Scourge, Ambush and Lotus Fan.
"making many builds actually unplayable vs people using this addon"
Which builds are these exactly?
First italics - my bet is the API was "heavily limited" before miat's and its functionality became public and resulted in ZOS attempting to rein in the functionality even more. My bet is it will be "heavily limited" after the next case is outted and zos makes more limitations and reductions.
@STEVIL
'Heavily limited' doesn't mean 'doesn't provide stuff STEVIL doesn't like':)
'Heavily limited' means addons are allowed to get access to a tiny portion of the information the game client possesses.
ZOS 'limited' it even more after they realized that some of its parts actually go against ZOS design philosophy.
It didn't happen because the outcry per se. People cry about a lot of things. It so happened that API provided more information about enemy players that ZOS wanted to be in the game.
In this sense my addon informed ZOS about this mishap and they corrected it.An RPG cannot do as much as a tomahawk missile but that doesn't mean one person should get tomahawks while another gets a slingshot.
How exactly these players are different so you can draw this distinction?A non-add-on player in the game does not always get alerted to cancelled attacks, but an add-on that happens to be public makes it available to some.
'A non-addon player' has much more limited information about his whereabouts than 'an addon player' by definition. That's what addons do - provide much more clear and concise information to the people who want to have it.If the competitive portions of this game are intended to be "for programmers only" who can build their own add-ons that should likely be made clear before purchase.
'Programmers' have nothing to do with this. You imply that the addon in question provides an indisputable advantage over a player without it and it can be shown and i did it multiple times on these forums that this is false.
If you try to gank me and i dodge i don't have an advantage over you. On the contrary you had advantage being in stealth and charging up a high hitting attack on me. If so happened that i got notified about it and was proficient enough to properly respond to it. My action didn't put you in any kind of danger. You just failed to capitalize on the advantage of stealth.Second bold - was that statement true before the prior miats add-ons issues which led ZOS to reduce what the API allowed, or was there at that time such a "grey area" but now we have reached a perfect nirvana point where all the abuses that might be are covered?
There was never a grey area. Before i made pvpalerts you could ask anybody familiar with API if it was possible to know that somebody is stealthing nearby and he would reply to you that the answer was yes.or is the definition being used simply a case of "whatever is allowed" is fine?
This is exactly what it is as far as ESO addons are concerned. ESO API is a heavily sandboxed environment. Whatever in there is what ZOS intended to allow in the addons. ZOS make mistakes, but that doesn't undermine their intentions.Would you be against a formal policy preventing the game from using any non-public, non-zos approved add-on? If not, are there add-ons do you want to keep using that are not available to others?
Ignoring the fact that 'non-public, non-zos approved add-on policy' will not work, i wouldn't mind it in principle. I think that addons enrich ESO experience and i very much welcome everybody to share their creations with the public.
It would make developing addons impossible though, because you wouldn't be able to test them before the approval.
Anyone using Snipe/Wrecking Blow in general. I haven't seen a "bow ganker" in ages (apart from some low lvl/cp people).
What do you mean by "heavy attacks are excluded."?
Well, most builds that rely on cloak for combos.
Mine for example, I use cloak to Heavy Attack+Surprise Attack from cloak for high burst with CC, followed up by Incap.
If the target knows I'm charging a heavy attack, the target just simply blocks/dodges and suddenly my main combo isn't working anymore.
I'd say it also makes bow builds even less playable than they currently are for stamblades, as you can't Cloak->Lethal Arrow and expect to deal any damage (since opponent will know you're using cloak to cast Lethal Arrow, and not to run away or use some other kind of combo). Being cloaked is one of the very, very few ways you can use that skill (besides ganking) so...
DocFrost72 wrote: »@Dorrino
This addon can tell you if I am possibly using an attack from stealth, before I've even comitted to doing so. That I need to stress this is mind boggling.
DocFrost72 wrote: »That isn't my idea of a good healthy addition to the game. I'm sorry.
Well, most builds that rely on cloak for combos.
Combos? That rely on cloak?
Are you sure it's not 'would be awesome if that landed, but i'm fine if it's not'?
Because gankers don't 'combo' from cloak, they 'combo' from stealth. And non-ganker stamblades don't rely on that 'combo' to any real extent.
Mine for example, I use cloak to Heavy Attack+Surprise Attack from cloak for high burst with CC, followed up by Incap.
If the target knows I'm charging a heavy attack, the target just simply blocks/dodges and suddenly my main combo isn't working anymore.
Nothing about this 'combo' is notified within the addon.
Even if i did though, if your opponent doesn't expect that 'combo' within 3 sec of cloak application, he's most likely too inexperienced to benefit from the addon as well.
I'd say it also makes bow builds even less playable than they currently are for stamblades, as you can't Cloak->Lethal Arrow and expect to deal any damage (since opponent will know you're using cloak to cast Lethal Arrow, and not to run away or use some other kind of combo). Being cloaked is one of the very, very few ways you can use that skill (besides ganking) so...
I'd argue that i haven't seen a non-ganker and non-newb using snipe in ages as well, thus i don't think this 'combo' is relevant.
DocFrost72 wrote: »@Dorrino
This addon can tell you if I am possibly using an attack from stealth, before I've even comitted to doing so. That I need to stress this is mind boggling.
@DocFrost72
The logic is quite simple actually. He is charging a heavy hitting attack against you. That is very much relevant information to you and thus you're notified.
Since ZOS made it this way, the whole intention part is irrelevant.
The question is - why would you not get notified about a hard hitting attack charging up with you as a target?DocFrost72 wrote: »That isn't my idea of a good healthy addition to the game. I'm sorry.
While it's not my goal to persuade you i want to ask you - which part about notifications is not healthy for the game as a whole? Harder ganking negatively effects the health of the game?
DocFrost72 wrote: »@Dorrino
And in case anyone is concerned I support ganking with no counterplay; this adDon will tell you if the sorc behind you, out of stealth, that you never saw, pressed a button and is about to fire a crystal frag.
That isn't my idea of a good healthy addition to the game. I'm sorry.
Just did some testing with my friend, and it seems like that addon is able to detect player even if they never get out of stealth state.
Scenario tested: I am in stealth state and I use snipe. The moment I channel the spell my friend receives a warning about me sniping him. Even if I cancel the skill immediately after cast with block, which allows me to stay in stealth and not reveal myseal. The addon is able to detect it.
Same thing with Ambush. The moment I used ambush the addon detects it, even if I canceled it and stayed in stealth.
Some ppl have been saying that we have over estimated what the addon can do, but able to detect players directed spell even if they never get out of stealth state looks broken to me.
Edit:
Just to make this more clear. The addon is able to detect direct spells even if the spell was never fired (canceled) and the player never get out of stealth. If you don't have the addon you won't see or hear a thing.
DocFrost72 wrote: »@Dorrino
This addon can tell you if I am possibly using an attack from stealth, before I've even comitted to doing so. That I need to stress this is mind boggling.
@DocFrost72
The logic is quite simple actually. He is charging a heavy hitting attack against you. That is very much relevant information to you and thus you're notified.
Since ZOS made it this way, the whole intention part is irrelevant.
The question is - why would you not get notified about a hard hitting attack charging up with you as a target?DocFrost72 wrote: »That isn't my idea of a good healthy addition to the game. I'm sorry.
While it's not my goal to persuade you i want to ask you - which part about notifications is not healthy for the game as a whole? Harder ganking negatively effects the health of the game?
Just did some testing with my friend, and it seems like that addon is able to detect player even if they never get out of stealth state.
Scenario tested: I am in stealth state and I use snipe. The moment I channel the spell my friend receives a warning about me sniping him. Even if I cancel the skill immediately after cast with block, which allows me to stay in stealth and not reveal myseal. The addon is able to detect it.
Same thing with Ambush. The moment I used ambush the addon detects it, even if I canceled it and stayed in stealth.
Some ppl have been saying that we have over estimated what the addon can do, but able to detect players directed spell even if they never get out of stealth state looks broken to me.
Wait, wasn't that feature discontinued ? How is this *** still happening ?