Chronicburn wrote: »Title says it all. I hear it discussed all the time but don't know anything about it. Please elaborate :0)
Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
@danno8: Light/heavy attacks also cancel the animation of skills, not only the other way round. A good test for this is weaving Endless Hail.
Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
lol another one of these.
Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
@danno8: Light/heavy attacks also cancel the animation of skills, not only the other way round. A good test for this is weaving Endless Hail.
Basic rule is, animations of anything that happens in-game are not hard-tied to the effect of the action. If a skill says "Instant cast time", it is instant. Any fancy animation going with the skill is just icing on the cake. If you take any other action after invoking an instant cast skill, the animation is canceled and the new action is executed.
@OdinForge: Thus, animation canceling is not only the addition of LA/HA.
The second basic rule to keep in mind is separate global cooldowns of different actions, like @Asmael explained. That together allows for doing LAs and skills "interwoven", i.e. in a cycle, heeding the GCD of LA and skill separately, hence doing both in (almost) the same time frame as doing only one or the other.
And no, this is not a bug, but a consequence of the very necessary ability to use block to stop/cancel any other action going on, if you e.g. need to defend against an incoming heavy attack. Without that, you'd be screwed if you were in the process of doing a reverse slice, snipe or Jesus beam and you got targeted by a nasty mob.
todd.curtis_ESO wrote: »Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
lol another one of these.
It's 100% truth though. I doubt any game developer has ever included animation canceling as an intended "feature" of a game. It's clearly a bug that has been accepted as part of the game because ZOS is unable to fix it.
todd.curtis_ESO wrote: »Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
lol another one of these.
It's 100% truth though. I doubt any game developer has ever included animation canceling as an intended "feature" of a game. It's clearly a bug that has been accepted as part of the game because ZOS is unable to fix it.
Bioware did for Mass Effect 3. In Mass Effect 2 it was discovered that with proper timing a melee could be used to cancel the weapon reload animation. This was embraced in ME3 with a visual indication of when players could use a skill to cancel the reload animation.
Animation canceling is part and parcel for most action games because it allows for a more seemless flow of motion. Iirc it was Street Fighter 2, whose combos came unintentionally from animation canceling that started AC widespread usage in gaming.
It feels off in ESO because ZOS tried to cram a more traditional MMO skill bar haphazardly into TES while still making ESO feel like a TES game.
Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
I think what you mean to say is "it makes playing harder, but soloing group content more possible."
Animation cancelling is in no way easier than just pressing skills. That just sounds like you are mad that you are unable to do it well enough.
todd.curtis_ESO wrote: »todd.curtis_ESO wrote: »Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
lol another one of these.
It's 100% truth though. I doubt any game developer has ever included animation canceling as an intended "feature" of a game. It's clearly a bug that has been accepted as part of the game because ZOS is unable to fix it.
Bioware did for Mass Effect 3. In Mass Effect 2 it was discovered that with proper timing a melee could be used to cancel the weapon reload animation. This was embraced in ME3 with a visual indication of when players could use a skill to cancel the reload animation.
Animation canceling is part and parcel for most action games because it allows for a more seemless flow of motion. Iirc it was Street Fighter 2, whose combos came unintentionally from animation canceling that started AC widespread usage in gaming.
It feels off in ESO because ZOS tried to cram a more traditional MMO skill bar haphazardly into TES while still making ESO feel like a TES game.
Even in your example, it was something that was discovered...not something intended from launch. Allowing it to stay in the game is just a lazy call from developers imo.
todd.curtis_ESO wrote: »todd.curtis_ESO wrote: »Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
lol another one of these.
It's 100% truth though. I doubt any game developer has ever included animation canceling as an intended "feature" of a game. It's clearly a bug that has been accepted as part of the game because ZOS is unable to fix it.
Bioware did for Mass Effect 3. In Mass Effect 2 it was discovered that with proper timing a melee could be used to cancel the weapon reload animation. This was embraced in ME3 with a visual indication of when players could use a skill to cancel the reload animation.
Animation canceling is part and parcel for most action games because it allows for a more seemless flow of motion. Iirc it was Street Fighter 2, whose combos came unintentionally from animation canceling that started AC widespread usage in gaming.
It feels off in ESO because ZOS tried to cram a more traditional MMO skill bar haphazardly into TES while still making ESO feel like a TES game.
Even in your example, it was something that was discovered...not something intended from launch. Allowing it to stay in the game is just a lazy call from developers imo.
How is something that was discovered in one game, then tuned in a sequel to said game, not something that was supported at launch of the sequel?
Imo, you lacking understanding of the subject matter, and it’s lazy to pretend like you don’t.
starkerealm wrote: »todd.curtis_ESO wrote: »todd.curtis_ESO wrote: »Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
lol another one of these.
It's 100% truth though. I doubt any game developer has ever included animation canceling as an intended "feature" of a game. It's clearly a bug that has been accepted as part of the game because ZOS is unable to fix it.
Bioware did for Mass Effect 3. In Mass Effect 2 it was discovered that with proper timing a melee could be used to cancel the weapon reload animation. This was embraced in ME3 with a visual indication of when players could use a skill to cancel the reload animation.
Animation canceling is part and parcel for most action games because it allows for a more seemless flow of motion. Iirc it was Street Fighter 2, whose combos came unintentionally from animation canceling that started AC widespread usage in gaming.
It feels off in ESO because ZOS tried to cram a more traditional MMO skill bar haphazardly into TES while still making ESO feel like a TES game.
Even in your example, it was something that was discovered...not something intended from launch. Allowing it to stay in the game is just a lazy call from developers imo.
How is something that was discovered in one game, then tuned in a sequel to said game, not something that was supported at launch of the sequel?
Imo, you lacking understanding of the subject matter, and it’s lazy to pretend like you don’t.
He was asking about games intentionally including animation canceling as a design decision. So, for example, something like Skullgirls including animation canceling as a deliberate design decision. (Though, I can't be bothered to check and see if Skullgirls has animation canceling, I'd be surprised if a competitive fighter released after 2010 lacked the feature.)
starkerealm wrote: »todd.curtis_ESO wrote: »todd.curtis_ESO wrote: »Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
lol another one of these.
It's 100% truth though. I doubt any game developer has ever included animation canceling as an intended "feature" of a game. It's clearly a bug that has been accepted as part of the game because ZOS is unable to fix it.
Bioware did for Mass Effect 3. In Mass Effect 2 it was discovered that with proper timing a melee could be used to cancel the weapon reload animation. This was embraced in ME3 with a visual indication of when players could use a skill to cancel the reload animation.
Animation canceling is part and parcel for most action games because it allows for a more seemless flow of motion. Iirc it was Street Fighter 2, whose combos came unintentionally from animation canceling that started AC widespread usage in gaming.
It feels off in ESO because ZOS tried to cram a more traditional MMO skill bar haphazardly into TES while still making ESO feel like a TES game.
Even in your example, it was something that was discovered...not something intended from launch. Allowing it to stay in the game is just a lazy call from developers imo.
How is something that was discovered in one game, then tuned in a sequel to said game, not something that was supported at launch of the sequel?
Imo, you lacking understanding of the subject matter, and it’s lazy to pretend like you don’t.
He was asking about games intentionally including animation canceling as a design decision. So, for example, something like Skullgirls including animation canceling as a deliberate design decision. (Though, I can't be bothered to check and see if Skullgirls has animation canceling, I'd be surprised if a competitive fighter released after 2010 lacked the feature.)
In Mass Effect 3, Bioware featured animation canceling for the weapon reloads as a design decision. The ammo UI had a large red bar that filled at the exact moment the reload animation could be canceled with a class power. Bioware mentioned multiple times they did this to achieve a flow of gunplay and powers which felt fluid and organic. The feature was inspired by the players discovering that the reload animation of Mass Effect 2 could be cancelled with a melee attack.
starkerealm wrote: »starkerealm wrote: »todd.curtis_ESO wrote: »todd.curtis_ESO wrote: »Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
lol another one of these.
It's 100% truth though. I doubt any game developer has ever included animation canceling as an intended "feature" of a game. It's clearly a bug that has been accepted as part of the game because ZOS is unable to fix it.
Bioware did for Mass Effect 3. In Mass Effect 2 it was discovered that with proper timing a melee could be used to cancel the weapon reload animation. This was embraced in ME3 with a visual indication of when players could use a skill to cancel the reload animation.
Animation canceling is part and parcel for most action games because it allows for a more seemless flow of motion. Iirc it was Street Fighter 2, whose combos came unintentionally from animation canceling that started AC widespread usage in gaming.
It feels off in ESO because ZOS tried to cram a more traditional MMO skill bar haphazardly into TES while still making ESO feel like a TES game.
Even in your example, it was something that was discovered...not something intended from launch. Allowing it to stay in the game is just a lazy call from developers imo.
How is something that was discovered in one game, then tuned in a sequel to said game, not something that was supported at launch of the sequel?
Imo, you lacking understanding of the subject matter, and it’s lazy to pretend like you don’t.
He was asking about games intentionally including animation canceling as a design decision. So, for example, something like Skullgirls including animation canceling as a deliberate design decision. (Though, I can't be bothered to check and see if Skullgirls has animation canceling, I'd be surprised if a competitive fighter released after 2010 lacked the feature.)
In Mass Effect 3, Bioware featured animation canceling for the weapon reloads as a design decision. The ammo UI had a large red bar that filled at the exact moment the reload animation could be canceled with a class power. Bioware mentioned multiple times they did this to achieve a flow of gunplay and powers which felt fluid and organic. The feature was inspired by the players discovering that the reload animation of Mass Effect 2 could be cancelled with a melee attack.
I read that the first time. Which doesn't change the fact that animation canceling was not intended functionality in ME2. What Bioware did wasn't that different from what ZOS has done, which is going, "it's a feature, not a bug."
starkerealm wrote: »starkerealm wrote: »todd.curtis_ESO wrote: »todd.curtis_ESO wrote: »Its a bug that ESO couldn't fix without a whole lot of problems and so they pretended it was a feature. I still have not been able to deliberately do it, but I am pretty sure I end up doing it without meaning to half to time.
I have seen people do it, and if you can get the timing right, it makes playing way easier. Like soloing group content easier. lol
lol another one of these.
It's 100% truth though. I doubt any game developer has ever included animation canceling as an intended "feature" of a game. It's clearly a bug that has been accepted as part of the game because ZOS is unable to fix it.
Bioware did for Mass Effect 3. In Mass Effect 2 it was discovered that with proper timing a melee could be used to cancel the weapon reload animation. This was embraced in ME3 with a visual indication of when players could use a skill to cancel the reload animation.
Animation canceling is part and parcel for most action games because it allows for a more seemless flow of motion. Iirc it was Street Fighter 2, whose combos came unintentionally from animation canceling that started AC widespread usage in gaming.
It feels off in ESO because ZOS tried to cram a more traditional MMO skill bar haphazardly into TES while still making ESO feel like a TES game.
Even in your example, it was something that was discovered...not something intended from launch. Allowing it to stay in the game is just a lazy call from developers imo.
How is something that was discovered in one game, then tuned in a sequel to said game, not something that was supported at launch of the sequel?
Imo, you lacking understanding of the subject matter, and it’s lazy to pretend like you don’t.
He was asking about games intentionally including animation canceling as a design decision. So, for example, something like Skullgirls including animation canceling as a deliberate design decision. (Though, I can't be bothered to check and see if Skullgirls has animation canceling, I'd be surprised if a competitive fighter released after 2010 lacked the feature.)
In Mass Effect 3, Bioware featured animation canceling for the weapon reloads as a design decision. The ammo UI had a large red bar that filled at the exact moment the reload animation could be canceled with a class power. Bioware mentioned multiple times they did this to achieve a flow of gunplay and powers which felt fluid and organic. The feature was inspired by the players discovering that the reload animation of Mass Effect 2 could be cancelled with a melee attack.
I read that the first time. Which doesn't change the fact that animation canceling was not intended functionality in ME2. What Bioware did wasn't that different from what ZOS has done, which is going, "it's a feature, not a bug."
Can’t help but feel like what you’re not reading is that ME3 is the example of it being a feature, not ME2. Bioware fully agreed it was unintentional in ME2.