I am in favor of immersion. I admire your intention for a more immersive combat experience. My only worry is the huge dps nerf that all dps classes would experience. Losing light attack weaving would drop every dps parse by a very noticeable amount. A lot of end game content is based off of end-game dps values that most players can achieve. That would make a lot of end game content such as trials much harder due to the drastic dps loss. All skill damage would have to be increased to accommodate the dps loss. Which would require a very large update and many components to consider.
The second issue is that light attacks would be rendered virtually obsolete in dungeon and trials content. When do you use light attacks in a dungeon other than when you are light attack weaving? So to incentivize light attack weaving light attacks would have to give you some kind of bonus. Light attacks would only be used with sets or builds that reward light attacks, such as Twice-Fanged Serpent.
The last issue is that Zenomax has actively embraced light attack weaving with the new patch notes that are coming out for Summerset. Light attack damage is being increased to further incentivize light attack weaving and stamina/magika recovery is being buffed for heavy attacks.
Due to all of this getting rid of animation cancelling or light attack weaving, would require upending the game as we know it. So although I do appreciate immersion and love as much as I can get of it, I think it's too late to do anything about it without a massive change to the damage and scaling of abilities and sets in that game. And I think for ZOS that would be more loss than gain for a little more immersion.
I would like animation canceling to remain. HOWEVER, I would like it to do its job which is canceling the ability!!! For instance, I play a bowblade. Sometimes mid snipe I need to cancel it because my situation becomes compromised and I need to hold back. Therefore, canceling my snipe so it does not fire is great. So let's keep animation canceling but have it actually cancel the ability!
The standard should be that the whole animation, even if it's considered "instant", needs to happen or the ability is cancelled.
I believe we should visit the factor of time; I agree, the type of change I ask for could notpossibly be implemented by Summerset’s release. That doesn’t mean it would be an unreasonable project for 2020.I am in favor of immersion. I admire your intention for a more immersive combat experience. My only worry is the huge dps nerf that all dps classes would experience. Losing light attack weaving would drop every dps parse by a very noticeable amount. A lot of end game content is based off of end-game dps values that most players can achieve. That would make a lot of end game content such as trials much harder due to the drastic dps loss. All skill damage would have to be increased to accommodate the dps loss. Which would require a very large update and many components to consider.
The second issue is that light attacks would be rendered virtually obsolete in dungeon and trials content. When do you use light attacks in a dungeon other than when you are light attack weaving? So to incentivize light attack weaving light attacks would have to give you some kind of bonus. Light attacks would only be used with sets or builds that reward light attacks, such as Twice-Fanged Serpent.
The last issue is that Zenomax has actively embraced light attack weaving with the new patch notes that are coming out for Summerset. Light attack damage is being increased to further incentivize light attack weaving and stamina/magika recovery is being buffed for heavy attacks.
Due to all of this getting rid of animation cancelling or light attack weaving, would require upending the game as we know it. So although I do appreciate immersion and love as much as I can get of it, I think it's too late to do anything about it without a massive change to the damage and scaling of abilities and sets in that game. And I think for ZOS that would be more loss than gain for a little more immersion.
exeeter702 wrote: »I am in favor of immersion. I admire your intention for a more immersive combat experience. My only worry is the huge dps nerf that all dps classes would experience. Losing light attack weaving would drop every dps parse by a very noticeable amount. A lot of end game content is based off of end-game dps values that most players can achieve. That would make a lot of end game content such as trials much harder due to the drastic dps loss. All skill damage would have to be increased to accommodate the dps loss. Which would require a very large update and many components to consider.
The second issue is that light attacks would be rendered virtually obsolete in dungeon and trials content. When do you use light attacks in a dungeon other than when you are light attack weaving? So to incentivize light attack weaving light attacks would have to give you some kind of bonus. Light attacks would only be used with sets or builds that reward light attacks, such as Twice-Fanged Serpent.
The last issue is that Zenomax has actively embraced light attack weaving with the new patch notes that are coming out for Summerset. Light attack damage is being increased to further incentivize light attack weaving and stamina/magika recovery is being buffed for heavy attacks.
Due to all of this getting rid of animation cancelling or light attack weaving, would require upending the game as we know it. So although I do appreciate immersion and love as much as I can get of it, I think it's too late to do anything about it without a massive change to the damage and scaling of abilities and sets in that game. And I think for ZOS that would be more loss than gain for a little more immersion.
Light attack weaving is not animation cancelling. That is a built in feature from the inception of this game and is even told to players in game via the leveling advisor.
exeeter702 wrote: »You are arguing for a cosmetic change while not realizing how that would ruin combat from an internal clock standpoint.
No, it wouldn't. If the combat system had been designed correctly from the beginning we wouldn't even have this discussion. I've worked in the gaming industry as a programmer for many years and yes, i have designed and developed combat systems as well.
There is a right way to do this and ZOS could still fix this correctly with fairly little effort and no, it wouldn't ruin your combat experience.
Having animations that match the cooldown is crucial for fluid combat and instant attacks need very short animations.
exeeter702 wrote: »I am in favor of immersion. I admire your intention for a more immersive combat experience. My only worry is the huge dps nerf that all dps classes would experience. Losing light attack weaving would drop every dps parse by a very noticeable amount. A lot of end game content is based off of end-game dps values that most players can achieve. That would make a lot of end game content such as trials much harder due to the drastic dps loss. All skill damage would have to be increased to accommodate the dps loss. Which would require a very large update and many components to consider.
The second issue is that light attacks would be rendered virtually obsolete in dungeon and trials content. When do you use light attacks in a dungeon other than when you are light attack weaving? So to incentivize light attack weaving light attacks would have to give you some kind of bonus. Light attacks would only be used with sets or builds that reward light attacks, such as Twice-Fanged Serpent.
The last issue is that Zenomax has actively embraced light attack weaving with the new patch notes that are coming out for Summerset. Light attack damage is being increased to further incentivize light attack weaving and stamina/magika recovery is being buffed for heavy attacks.
Due to all of this getting rid of animation cancelling or light attack weaving, would require upending the game as we know it. So although I do appreciate immersion and love as much as I can get of it, I think it's too late to do anything about it without a massive change to the damage and scaling of abilities and sets in that game. And I think for ZOS that would be more loss than gain for a little more immersion.
Light attack weaving is not animation cancelling. That is a built in feature from the inception of this game and is even told to players in game via the leveling advisor.
Yes it is. It's a specific form of anim cancelling.
To weave you cancel the animation of the light attacks with an ability. This is what lets you fit both a light attack and an ability in the same ability cool down.
I would like animation canceling to remain. HOWEVER, I would like it to do its job which is canceling the ability!!! For instance, I play a bowblade. Sometimes mid snipe I need to cancel it because my situation becomes compromised and I need to hold back. Therefore, canceling my snipe so it does not fire is great. So let's keep animation canceling but have it actually cancel the ability!
The standard should be that the whole animation, even if it's considered "instant", needs to happen or the ability is cancelled.
I don’t have any issues with efficient gameplay, I have an issue with ugly gameplay. You can have both (beauty and efficiency)and that’s the goal of this entire thread .@lazerlaz How would you go about stopping the skill from firing when cancelling the animation when that skill is instant? Instant skills don't have a casttime. That is why it is called 'animation' cancelling and not 'skill' cancelling. Every single argument against animation cancelling is so easy to refute. Yet people just will not get it.
exeeter702 wrote: »I am in favor of immersion. I admire your intention for a more immersive combat experience. My only worry is the huge dps nerf that all dps classes would experience. Losing light attack weaving would drop every dps parse by a very noticeable amount. A lot of end game content is based off of end-game dps values that most players can achieve. That would make a lot of end game content such as trials much harder due to the drastic dps loss. All skill damage would have to be increased to accommodate the dps loss. Which would require a very large update and many components to consider.
The second issue is that light attacks would be rendered virtually obsolete in dungeon and trials content. When do you use light attacks in a dungeon other than when you are light attack weaving? So to incentivize light attack weaving light attacks would have to give you some kind of bonus. Light attacks would only be used with sets or builds that reward light attacks, such as Twice-Fanged Serpent.
The last issue is that Zenomax has actively embraced light attack weaving with the new patch notes that are coming out for Summerset. Light attack damage is being increased to further incentivize light attack weaving and stamina/magika recovery is being buffed for heavy attacks.
Due to all of this getting rid of animation cancelling or light attack weaving, would require upending the game as we know it. So although I do appreciate immersion and love as much as I can get of it, I think it's too late to do anything about it without a massive change to the damage and scaling of abilities and sets in that game. And I think for ZOS that would be more loss than gain for a little more immersion.
Light attack weaving is not animation cancelling. That is a built in feature from the inception of this game and is even told to players in game via the leveling advisor.
Yes it is. It's a specific form of anim cancelling.
To weave you cancel the animation of the light attacks with an ability. This is what lets you fit both a light attack and an ability in the same ability cool down.
pI don’t have any issues with efficient gameplay, I have an issue with ugly gameplay. You can have both (beauty and efficiency)and that’s the goal of this entire thread .@lazerlaz How would you go about stopping the skill from firing when cancelling the animation when that skill is instant? Instant skills don't have a casttime. That is why it is called 'animation' cancelling and not 'skill' cancelling. Every single argument against animation cancelling is so easy to refute. Yet people just will not get it.
Yes, this works for damage abilities, as templar healer I regularly block cancel sweep to cast BoL, now if BoL had an casting time this would result in an over 1 second time from I saw you take an serious damage spike to I healed you, same would go for shields or ranged interrupts like crunching shock.I would like animation canceling to remain. HOWEVER, I would like it to do its job which is canceling the ability!!! For instance, I play a bowblade. Sometimes mid snipe I need to cancel it because my situation becomes compromised and I need to hold back. Therefore, canceling my snipe so it does not fire is great. So let's keep animation canceling but have it actually cancel the ability!
The standard should be that the whole animation, even if it's considered "instant", needs to happen or the ability is cancelled.
One way to do it who would work is if AC cost resources. Yes this would require an total re balancing of the game.exeeter702 wrote: »pI don’t have any issues with efficient gameplay, I have an issue with ugly gameplay. You can have both (beauty and efficiency)and that’s the goal of this entire thread .@lazerlaz How would you go about stopping the skill from firing when cancelling the animation when that skill is instant? Instant skills don't have a casttime. That is why it is called 'animation' cancelling and not 'skill' cancelling. Every single argument against animation cancelling is so easy to refute. Yet people just will not get it.
That is the thing though.. you cant have your cake and eat it. This is the compromise. What is more ugly? Cutting off recovery animations with other actions or speeding up attacks to turbo speed so they play out it in under a second just so using block bar swap or dodge roll doesnt cut off any recovery animations. If you want naturally looking skills to play out in full, you would HAVE to disable defensive actions, which i dont have to explain why that would be less then ideal.
It has nothing to do with a combat reform. Even hypothetically, there is not solution. The developers have absolutely not dug themselves into a hole that they cant get out of. They knew exactly what they needed to do to make a combatable combat system with an online mmorpg.
exeeter702 wrote: »pI don’t have any issues with efficient gameplay, I have an issue with ugly gameplay. You can have both (beauty and efficiency)and that’s the goal of this entire thread .@lazerlaz How would you go about stopping the skill from firing when cancelling the animation when that skill is instant? Instant skills don't have a casttime. That is why it is called 'animation' cancelling and not 'skill' cancelling. Every single argument against animation cancelling is so easy to refute. Yet people just will not get it.
That is the thing though.. you cant have your cake and eat it. This is the compromise. What is more ugly? Cutting off recovery animations with other actions or speeding up attacks to turbo speed so they play out it in under a second just so using block bar swap or dodge roll doesnt cut off any recovery animations. If you want naturally looking skills to play out in full, you would HAVE to disable defensive actions, which i dont have to explain why that would be less then ideal.
It has nothing to do with a combat reform. Even hypothetically, there is not solution. The developers have absolutely not dug themselves into a hole that they cant get out of. They knew exactly what they needed to do to make a combatable combat system with an online mmorpg.
One way to do it who would work is if AC cost resources. Yes this would require an total re balancing of the game.exeeter702 wrote: »pI don’t have any issues with efficient gameplay, I have an issue with ugly gameplay. You can have both (beauty and efficiency)and that’s the goal of this entire thread .@lazerlaz How would you go about stopping the skill from firing when cancelling the animation when that skill is instant? Instant skills don't have a casttime. That is why it is called 'animation' cancelling and not 'skill' cancelling. Every single argument against animation cancelling is so easy to refute. Yet people just will not get it.
That is the thing though.. you cant have your cake and eat it. This is the compromise. What is more ugly? Cutting off recovery animations with other actions or speeding up attacks to turbo speed so they play out it in under a second just so using block bar swap or dodge roll doesnt cut off any recovery animations. If you want naturally looking skills to play out in full, you would HAVE to disable defensive actions, which i dont have to explain why that would be less then ideal.
It has nothing to do with a combat reform. Even hypothetically, there is not solution. The developers have absolutely not dug themselves into a hole that they cant get out of. They knew exactly what they needed to do to make a combatable combat system with an online mmorpg.
This is likely to be an very bad idea who would hurt more than the morrowind nerfs.
exeeter702 wrote: »pI don’t have any issues with efficient gameplay, I have an issue with ugly gameplay. You can have both (beauty and efficiency)and that’s the goal of this entire thread .@lazerlaz How would you go about stopping the skill from firing when cancelling the animation when that skill is instant? Instant skills don't have a casttime. That is why it is called 'animation' cancelling and not 'skill' cancelling. Every single argument against animation cancelling is so easy to refute. Yet people just will not get it.
That is the thing though.. you cant have your cake and eat it. This is the compromise. What is more ugly? Cutting off recovery animations with other actions or speeding up attacks to turbo speed so they play out it in under a second just so using block bar swap or dodge roll doesnt cut off any recovery animations. If you want naturally looking skills to play out in full, you would HAVE to disable defensive actions, which i dont have to explain why that would be less then ideal.
It has nothing to do with a combat reform. Even hypothetically, there is not solution. The developers have absolutely not dug themselves into a hole that they cant get out of. They knew exactly what they needed to do to make a combatable combat system with an online mmorpg.
I fundamentally disagree with your arguments. I do not believe that they have the perfect answer to MMORPG combat functioning. I believe they have the cost-effective and acceptable answer. I feel that there is plenty of room for improvement.
We should always be looking forward to better and better things in a system that is constantly on the development.
What I hear from you is, and correct me if I misunderstand, "what you want is impossible without destroying the game, and will always be impossible without destroying the game".
I disagree with this notion.
lets take a look at consoles.
NES was an awesome console, it played state of the art games in its era. It remained until it was no longer able to sustain the growing consumer wants for more complicated, better looking games. Before reaching a dead-end, a new, upgraded and re-imagined version of the console was released, the SNES. This pattern continued to the N64, Gamecube, Wii, Wii U, then the Switch.
What I get from your arguments is that you want to hold onto one console, lets say the Wii, even though the future may ask (or even require) more; that this is the way the game should be until it falls into obscurity.
I disagree with this notion. The current animation/skill mechanics work as they are now; should we not hope for development to continue reaching for greater heights?
I agree it would not be an easy task, and it would require much alteration on what already exists.
I am also an advocate of growth and advancement. On a long enough timeline I CAN have my cake and eat it too. After all, to eat cake, you have to have a cake to eat.
Cake= {haveCake, eatCake}
EatCake = function (checkVar, action)
>>>if checkVar then
>>>>>>action
>>>end
end
EatCake(Cake[1], Cake[2])
What is the concern here? Honestly? What harm does AC do? I doesn't speed up attacks at all. ALL it does it make aure you can react defensively while inside an animation, like any other game that aims to have responsive combat. I swear to god all these people who are against animation cancelling would be crying and raging their hearts out if animation cancelling wouldn't be here and they would die against an attack that they couldn't block or dodge, "cuz animashunnnzz".. -_-I think I understand better; I personally don’t have the programming expertise or know-how to answer that want. In my mind, I just need to express my concern amd that it is a concern that is shared by multiple individuals. In establishing that it is such an issue, larger than the wants of one, the job becomes one for the Developers. I don’t have a solution, But I have confidence in human ingenuity.
I feel that if I am able to express my concerns and show that they are not just my concerns, that the development team may embark on a quest to answer those concerns. My aim is to establish a goal for ZOS to meet.
I don’t know how they would meet the goal.
What is the concern here? Honestly? What harm does AC do? I doesn't speed up attacks at all. ALL it does it make aure you can react defensively while inside an animation, like any other game that aims to have responsive combat. I swear to god all these people who are against animation cancelling would be crying and raging their hearts out if animation cancelling wouldn't be here and they would die against an attack that they couldn't block or dodge, "cuz animashunnnzz".. -_-I think I understand better; I personally don’t have the programming expertise or know-how to answer that want. In my mind, I just need to express my concern amd that it is a concern that is shared by multiple individuals. In establishing that it is such an issue, larger than the wants of one, the job becomes one for the Developers. I don’t have a solution, But I have confidence in human ingenuity.
I feel that if I am able to express my concerns and show that they are not just my concerns, that the development team may embark on a quest to answer those concerns. My aim is to establish a goal for ZOS to meet.
I don’t know how they would meet the goal.
That is not the case with this thread.Septimus_Magna wrote: »
Exactly, most people complain about AC without fully understanding it because they feel like it gives other players an advantage over them. Its just a sad excuse for a lack of skills really, devs stated thats its intended to keep combat actions responsive so people not willing to adapt are just gimping themselves.
This is an example of what the OP is looking for in discussionFrom a gameplay perspective, ani-cancelling needs to exist.
From and aesthetics perspective, the animations could do with blending with each-other when cancelled, as opposed to being a hard-cutoff. (Animation blending is a thing which is very easily handled in some game engines - but there are so many animations in eso - which can be cancelled in so many different ways, it would be quite a big task to set up, test and refine)
So, for example, in an ideal world, with snb, attacking with a sword, then block-cancelling, should result in the sword-arm animation still playing out, but the shield arm (block part) also playing at the same time as the sword animation is completing. The block effect can still take effect immediately.
More tricky with weaves etc.. where its the same weapon.. May need some extra animations for each ability for different directions, but some smoothing should be possible.
From a gameplay perspective, ani-cancelling needs to exist.
From and aesthetics perspective, the animations could do with blending with each-other when cancelled, as opposed to being a hard-cutoff. (Animation blending is a thing which is very easily handled in some game engines - but there are so many animations in eso - which can be cancelled in so many different ways, it would be quite a big task to set up, test and refine)
So, for example, in an ideal world, with snb, attacking with a sword, then block-cancelling, should result in the sword-arm animation still playing out, but the shield arm (block part) also playing at the same time as the sword animation is completing. The block effect can still take effect immediately.
More tricky with weaves etc.. where its the same weapon.. May need some extra animations for each ability for different directions, but some smoothing should be possible.
exeeter702 wrote: »I am in favor of immersion. I admire your intention for a more immersive combat experience. My only worry is the huge dps nerf that all dps classes would experience. Losing light attack weaving would drop every dps parse by a very noticeable amount. A lot of end game content is based off of end-game dps values that most players can achieve. That would make a lot of end game content such as trials much harder due to the drastic dps loss. All skill damage would have to be increased to accommodate the dps loss. Which would require a very large update and many components to consider.
The second issue is that light attacks would be rendered virtually obsolete in dungeon and trials content. When do you use light attacks in a dungeon other than when you are light attack weaving? So to incentivize light attack weaving light attacks would have to give you some kind of bonus. Light attacks would only be used with sets or builds that reward light attacks, such as Twice-Fanged Serpent.
The last issue is that Zenomax has actively embraced light attack weaving with the new patch notes that are coming out for Summerset. Light attack damage is being increased to further incentivize light attack weaving and stamina/magika recovery is being buffed for heavy attacks.
Due to all of this getting rid of animation cancelling or light attack weaving, would require upending the game as we know it. So although I do appreciate immersion and love as much as I can get of it, I think it's too late to do anything about it without a massive change to the damage and scaling of abilities and sets in that game. And I think for ZOS that would be more loss than gain for a little more immersion.
Light attack weaving is not animation cancelling. That is a built in feature from the inception of this game and is even told to players in game via the leveling advisor.
Greetings fellow forum dwellers.
Back in my gaming prime, I was all about pushing games to their limit, finding the tricks to gain an edge against the competition. What combination of actions would break the balance?
From Super Smash Bros. wave-dashing to Warhammer 40k: Space Marine roll dashing, I've tweaked my share of games for a competitive edge.
Now past my prime and lacking the same amount of free time I find that such techniques, while valid, are evidence of broken programming.
Before I continue, I will admit that I utilize animation/weapon-swap canceling.
My problem is as follows: If one is to reach 'top tier', one has to sacrifice many aesthetic and/or immersive aspects in the game. It comes to the point that when you have 40 'top tier' players, it doesn't look like a fantasy battle at all. Its a whole bunch of hopping, random instantaneous weapons swapping, (visually) incomplete spell casting etc.
Immersion broken.
In my opinion, spells have specific animations and animation times for two reasons: one is immersion, two is balance. If, sans-cancel, another skill can not be cast until the animation of the first cast skill is completed, then it was intended that way.
I'd like to see the animation canceling removed. Thoughts?