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Smooth, animated transitions for animation canceling

  • exeeter702
    exeeter702
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    idk wrote: »
    exeeter702 wrote: »
    Medinaja2 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.

    Light attack weaving is AC. The skill cuts off the end of the animation of the light attack. It is very much AC without a doubt and works as it does due to the same game details that the animation lasts longer than GCD for using an action.

    You are getting into semantics... im fully aware that litetally light attack weaving cancels the recovery animations of skill. When people bring up these threads, this isnt what most are talking about. If it WAS then there would be no argument since light attack weaving was intentionally built into the game as an active form of traditional mmo "white" or "auto" attacks.

    iJy2v9G.jpg

    This is established as a foundation of combat in this game and has nothing to do with "animation canceling" in regards to blocking, barswaping etc during the GCD and resulting in cutting of animations. Im not arguing this either way. The term animation canceling is stupid regardless as it suggests some deeper layer of complexity when in absolute reality, actively understanding and mastering when to block and dodge, or get on the right ability during the GCD, and understanding the machanics of how to properly weave you light attacks with ability use automatically means you will be "animation canceling" by default.

    It does not carry an inherent advantage beyond the sum of the combat systems intended mechanics. Those that argue for or against it are complete missing the point.

    Edited by exeeter702 on May 16, 2018 6:14PM
  • KraziJoe
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    Or it was adopted later on as something that was unintentional that is now valid.
  • Lunaugh
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    exeeter702 wrote: »
    idk wrote: »
    exeeter702 wrote: »
    Medinaja2 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.

    Light attack weaving is AC. The skill cuts off the end of the animation of the light attack. It is very much AC without a doubt and works as it does due to the same game details that the animation lasts longer than GCD for using an action.

    You are getting into semantics... im fully aware that litetally light attack weaving cancels the recovery animations of skill. When people bring up these threads, this isnt what most are talking about. If it WAS then there would be no argument since light attack weaving was intentionally built into the game as an active form of traditional mmo "white" or "auto" attacks.

    iJy2v9G.jpg

    This is established as a foundation of combat in this game and has nothing to do with "animation canceling" in regards to blocking, barswaping etc during the GCD and resulting in cutting of animations. Im not arguing this either way. The term animation canceling is stupid regardless as it suggests some deeper layer of complexity when in absolute reality, actively understanding and mastering when to block and dodge, or get on the right ability during the GCD, and understanding the machanics of how to properly weave you light attacks with ability use automatically means you will be "animation canceling" by default.

    It does not carry an inherent advantage beyond the sum of the combat systems intended mechanics. Those that argue for or against it are complete missing the point.
    I agree with you here; my focus has changed since authoring the original post. Today I’d author it as ‘smooth animations for swapping and interrupts’. I’ve changed the title to reflect this.
    Edited by Lunaugh on May 16, 2018 8:17PM
    dataOutput ={ }
    function: ConvertMagica (dataOutput, magicaInput, skill,fn)
    >>> if skill then do
    >>>>>> magicaInput = fn(skill)
    >>>>>>table.insert(dataOutput, magicaInput)
    >>>end
    end
  • Biro123
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    exeeter702 wrote: »
    Biro123 wrote: »
    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.

    That type of smoothing cant work simply because of the requirement for attacks to animated within a specific time frame. On top of the nature of how many variables that approach presents itself. There is no amount of blending that can work like this consistently. How would you animate a bar swap when your weapon is visually fully extended outward. There are numerous examples like this for all sorts of animations. In more traditional weighted combat in single player games or games that dont function with GCDs (generally games with less players in a given instance or games with SIGNIFICANTLY ability veriety), specifically animating each and every possible combination of actions playing into one another is a realistic objective.

    But then you look at the way which is seperating body movement. Those types of animation blending techniques when used (limbs, torso, upper/lower body independent from one another) always tend to end up looking very strange and disjointed.

    Course it can work. But as I indicated, not in all instances. Yes, there could be instances where it looks disjointed, but would that be worse than it is now? I can't see how.

    Bar-swapping is an odd one, and probably impossible. I mean let's face it, who could ever put a weapon away and draw another in the time the swap anim plays? You'd struggle to drop a weapon and draw one in that time. With unrealistic actions like that, kind of have to accept that it's never going to look realistic.
    But there's nothing to stop one blow from flowing into another.
    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • Lunaugh
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    For bar swaps; if we are not going to display the weapon set that isn’t in use (I.E. shield doesnt show up unless you swap to it), then what harm is there in making some faery light materialization? Send your gear to your personal shriven pocket of oblivion and retrieve the other set.
    Edited by Lunaugh on May 18, 2018 2:09PM
    dataOutput ={ }
    function: ConvertMagica (dataOutput, magicaInput, skill,fn)
    >>> if skill then do
    >>>>>> magicaInput = fn(skill)
    >>>>>>table.insert(dataOutput, magicaInput)
    >>>end
    end
  • Ragnarock41
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    It would be a buff to dot builds, and also a massive buff to the ''spam dizzy lmao'' playstyle. so a win-win for me lol.
    But lets be honest, they tried to fix it before, it ended up even worse. We all know it won't happen at this point.
  • Ragnarock41
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    You guys do understand the reason behind animation cancelling right? The way combat is set up in this game with things you have to interrupt and block, you have to be very reactive. If you cast a skill with a 3 second long animation and there’s a one shot mechanic that needs to be blocked, and you block it, you’re essentially using animation cancelling.

    Its not anywhere near as rewarding as it use to be. There are internal cool downs with skills now so that even if you want to animation cancel your booty off, you’re only going to pull a minuscule amount of dps higher.

    I’ve tried dps parses with a fully animation cancelling rotation, and one where I let all the animations play through and its relatively the same. The biggest factor in dpsing is weaving light and heavy attacks correctly between skills.

    Edit: @VaranisArano my bad! I just read through the comments and saw your post was almost identical lol

    Animation cancelling is just as rewarding as it used to be. Its just too costly to do at this point. On my stamDk or stamden, I can do RIDICILOUS burst with heroic-light-bash combo. So why don't I? Cus each weave costs me like 3k+ stamina, which obviously drains me empty pretty fast, while also eating my stamina regen tick, so the actual opportunity cost goes up even more.
    Edited by Ragnarock41 on May 18, 2018 3:52PM
  • Lunaugh
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    It would be a buff to dot builds, and also a massive buff to the ''spam dizzy lmao'' playstyle. so a win-win for me lol.
    But lets be honest, they tried to fix it before, it ended up even worse. We all know it won't happen at this point.

    Let me focus on 'We all know it won't happen at this point.':
    I'm going to edit the sentence a little to reflect my feelings on the discussion
    'We all know it won't happen at this point in time'.

    This discussion isn't an excercise in futility; we are building the scaffolding for the future.
    Edited by Lunaugh on May 18, 2018 4:08PM
    dataOutput ={ }
    function: ConvertMagica (dataOutput, magicaInput, skill,fn)
    >>> if skill then do
    >>>>>> magicaInput = fn(skill)
    >>>>>>table.insert(dataOutput, magicaInput)
    >>>end
    end
  • Ragnarock41
    Ragnarock41
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    Lunaugh wrote: »
    It would be a buff to dot builds, and also a massive buff to the ''spam dizzy lmao'' playstyle. so a win-win for me lol.
    But lets be honest, they tried to fix it before, it ended up even worse. We all know it won't happen at this point.

    Let me focus on 'We all know it won't happen at this point.':
    I'm going to edit the sentence a little to reflect my feelings on the discussion
    'We all know it won't happen at this point in time'.

    This discussion isn't an excercise in futility; we are building the scaffolding for the future.

    Unless majority asks for a thing, even the simplest and most needed changes for a better combat system, DOES NOT HAPPEN, EVER in this game. You're free to believe in whatever you want of course, I'm just trying to take away the illusion of choice they're trying to make you believe in.

    Truth is, in the end of the day, that certain someone just throws some darts and whatever he hits, is the next thing subject to change in this game.
    Edited by Ragnarock41 on May 18, 2018 4:16PM
  • Crafts_Many_Boxes
    Crafts_Many_Boxes
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    MMOS run better when they are on an absolute, global cooldown. Instant abilities trigger this GCD, which is 1 or 1.5 seconds where you cannot do anything while the animation finishes. Your bar is actually greyed out for that time to drive the point home. Some say this is boring, I say it's proper structure to a system that would otherwise be chaos (AKA what we have in ESO right now).

    I mean, a 1s GCD is actually pretty fast, to me at least. I don't think locking players into a 1s GCD would suddenly change the feel of the game, it would just prevent certain players from having an edge over others because they enjoy using their cheetah reflexes to clip their animations while trying to contend with combat mechanics. In regards to light attacks vs abilities, a light attack should just trigger that same 1s GCD. Maybe make DoTs last longer to compensate? They're way too short anyway in this game.

    Blocking would become the exception to the rules to allow for tanks to function properly, but blocking would cancel the previous animation and the damage it would have caused. Every time you block would reset the GCD, but holding down the block button would retain the buff without triggering additional ticks of GCD.

    Personally, I work 9 to 5. I'm typing this from work now, and if anyone looked closely enough at my screen they would know something were up. They won't, but I digress. My point is that I don't want to go home and have to clip animations and manually autoattack, but this game forces me to if I want to even try and be competitive. I still can't break 25k, even with LA cancelling. I know I'm not alone here; after all, we keep having threads like these on a consistent basis.

  • Biro123
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    Blocking would become the exception to the rules to allow for tanks to function properly, but blocking would cancel the previous animation and the damage it would have caused. Every time you block would reset the GCD, but holding down the block button would retain the buff without triggering additional ticks of GCD.

    As others have said, though, how can that work?

    If the animation takes a second, the weapon hits the target after 0.3 seconds, the remaining animation is the follow-through.. if the damage is applied after 0.3 seconds, and kills the target, but you then cancel to block, should the target miraculously spring back to life?

    Or are you suggesting that the damage only applies at the very end of the animation? People already complain about lag.. you'd be adding an even bigger delay from activating an ability to it applying.. it would feel soooo sluggish.


    Minalan owes me a beer.

    PC EU Megaserver
    Minie Mo - Stam/Magblade - DC
    Woody Ron - Stamplar - DC
    Aidee - Magsorc - DC
    Notadorf - Stamsorc - DC
    Khattman Doo - Stamblade - Relegated to Crafter, cos AD.
  • Lunaugh
    Lunaugh
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    Unless majority asks for a thing, even the simplest and most needed changes for a better combat system, DOES NOT HAPPEN, EVER in this game. You're free to believe in whatever you want of course, I'm just trying to take away the illusion of choice they're trying to make you believe in.

    Truth is, in the end of the day, that certain someone just throws some darts and whatever he hits, is the next thing subject to change in this game.

    "Unless majority asks for a thing"
    This is precisely what I'm working toward. This thread exhibits the truth that some of the ideas represented within are shared across many different players.

    If the ZOS creative dev team are the commanders of heaven, the creators of our Tamriel, my goal is to build the tower of Babel to reach the heavens and communicate the ideas here-in that we may all enjoy the benefits; be it tomorrow or next decade.
    Note: I'm cutting out the part of the Babel reference where the project experienced failure on a massive scale. My argument only uses the the metaphor up until that point.
    Edited by Lunaugh on May 18, 2018 6:17PM
    dataOutput ={ }
    function: ConvertMagica (dataOutput, magicaInput, skill,fn)
    >>> if skill then do
    >>>>>> magicaInput = fn(skill)
    >>>>>>table.insert(dataOutput, magicaInput)
    >>>end
    end
  • Ragnarock41
    Ragnarock41
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    Lunaugh wrote: »

    Unless majority asks for a thing, even the simplest and most needed changes for a better combat system, DOES NOT HAPPEN, EVER in this game. You're free to believe in whatever you want of course, I'm just trying to take away the illusion of choice they're trying to make you believe in.

    Truth is, in the end of the day, that certain someone just throws some darts and whatever he hits, is the next thing subject to change in this game.

    "Unless majority asks for a thing"
    This is precisely what I'm working toward. This thread exhibits the truth that some of the ideas represented within are shared across many different players.

    If the ZOS creative dev team are the commanders of heaven, the creators of our Tamriel, my goal is to build the tower of Babel to reach the heavens and communicate the ideas here-in that we may all enjoy the benefits; be it tomorrow or next decade.
    Note: I'm cutting out the part of the Babel reference where the project experienced failure on a massive scale. My argument only uses the the metaphor up until that point.

    I support your optimism. I don't believe you'll reach your goal though. And even if you do, it will probably happen because some new game stole the playerbase of ESO and now the devs are desperate for a new breath. Which is highly unlikely for now. Otherwise, nah. Why would they even bother? They're getting paid regardless.
    Edited by Ragnarock41 on May 18, 2018 8:04PM
  • Koensol
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    Lunaugh wrote: »
    It would be a buff to dot builds, and also a massive buff to the ''spam dizzy lmao'' playstyle. so a win-win for me lol.
    But lets be honest, they tried to fix it before, it ended up even worse. We all know it won't happen at this point.

    Let me focus on 'We all know it won't happen at this point.':
    I'm going to edit the sentence a little to reflect my feelings on the discussion
    'We all know it won't happen at this point in time'.

    This discussion isn't an excercise in futility; we are building the scaffolding for the future.
    Keep dreaming buddy. Really some people here are so naive. Devs have openly supported AC and even mention it in skill advisor. And you think at one point in time they will remove it? Ok.
    Edited by Koensol on May 19, 2018 11:05AM
  • Lunaugh
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    Koensol wrote: »
    Lunaugh wrote: »
    It would be a buff to dot builds, and also a massive buff to the ''spam dizzy lmao'' playstyle. so a win-win for me lol.
    But lets be honest, they tried to fix it before, it ended up even worse. We all know it won't happen at this point.

    Let me focus on 'We all know it won't happen at this point.':
    I'm going to edit the sentence a little to reflect my feelings on the discussion
    'We all know it won't happen at this point in time'.

    This discussion isn't an excercise in futility; we are building the scaffolding for the future.
    Keep dreaming buddy. Really some people here are so naive. Devs have openly supported AC and even mention it in skill advisor. And you think at one point in time they will remove it? Ok.
    I think if the Devs believe a change would be benificial on a large scale that they would act upon it.
    I don’t believe you’ve read each argument in this thread; if you had, you’d see that not every solution to my problem ends in the function of ‘ac’ being removed. Some of them suggest fixes on the animation side that would not impact mechanics at all. Please read some more of the content here-in.
    dataOutput ={ }
    function: ConvertMagica (dataOutput, magicaInput, skill,fn)
    >>> if skill then do
    >>>>>> magicaInput = fn(skill)
    >>>>>>table.insert(dataOutput, magicaInput)
    >>>end
    end
  • LunaOM
    LunaOM
    No. That would pretty much completely remove all skill based combat in this game. Stupid.
    loozzies - Magnb - Dromathra Destroyer, Divayth Fyrs Coadjutor, Assistant Alienist
    liounzies- Magsorc - Divayth Fyrs Coadjuter, Assistant Alienist
    Lunaplar- Magplar - Assistant Alienist
  • idk
    idk
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    lazerlaz wrote: »
    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.

    Your understanding of AC is inaccurate.

    The act that brings about AC does cancel the animation as you suggest if the required time for the skill to fire has not occurred.

    In other words, there is a GCD for each skill of 1 second and longer for skills that require activation. If the act to bring about AC occurs before that 1 second has passed or the skill has had enough activation time it will not fire.

    However, if the action occurs after that required time the skill fires as it should.

    Basically the animation times are longer than they need to be so it works as it should. That is all.
  • Lunaugh
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    LunaOM wrote: »
    No. That would pretty much completely remove all skill based combat in this game. Stupid.
    This is not a valid argument. Please elaborate.
    dataOutput ={ }
    function: ConvertMagica (dataOutput, magicaInput, skill,fn)
    >>> if skill then do
    >>>>>> magicaInput = fn(skill)
    >>>>>>table.insert(dataOutput, magicaInput)
    >>>end
    end
  • idk
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    Lunaugh wrote: »
    Koensol wrote: »
    Lunaugh wrote: »
    It would be a buff to dot builds, and also a massive buff to the ''spam dizzy lmao'' playstyle. so a win-win for me lol.
    But lets be honest, they tried to fix it before, it ended up even worse. We all know it won't happen at this point.

    Let me focus on 'We all know it won't happen at this point.':
    I'm going to edit the sentence a little to reflect my feelings on the discussion
    'We all know it won't happen at this point in time'.

    This discussion isn't an excercise in futility; we are building the scaffolding for the future.
    Keep dreaming buddy. Really some people here are so naive. Devs have openly supported AC and even mention it in skill advisor. And you think at one point in time they will remove it? Ok.
    I think if the Devs believe a change would be benificial on a large scale that they would act upon it.
    I don’t believe you’ve read each argument in this thread; if you had, you’d see that not every solution to my problem ends in the function of ‘ac’ being removed. Some of them suggest fixes on the animation side that would not impact mechanics at all. Please read some more of the content here-in.

    The person you quoted seemed to be spot on in replying to the OP.

    I do not think he or anyone else is required to read every post created in order to respond to the OP.

    Further, after 3 years since Zos stated AC as here to stay they have reinforced it several times with changes to the game. It does seem they are fairly content with how it is and do not see a need to change animations as some have suggested.
  • Lunaugh
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    idk wrote: »
    Lunaugh wrote: »
    Koensol wrote: »
    Lunaugh wrote: »
    It would be a buff to dot builds, and also a massive buff to the ''spam dizzy lmao'' playstyle. so a win-win for me lol.
    But lets be honest, they tried to fix it before, it ended up even worse. We all know it won't happen at this point.

    Let me focus on 'We all know it won't happen at this point.':
    I'm going to edit the sentence a little to reflect my feelings on the discussion
    'We all know it won't happen at this point in time'.

    This discussion isn't an excercise in futility; we are building the scaffolding for the future.
    Keep dreaming buddy. Really some people here are so naive. Devs have openly supported AC and even mention it in skill advisor. And you think at one point in time they will remove it? Ok.
    I think if the Devs believe a change would be benificial on a large scale that they would act upon it.
    I don’t believe you’ve read each argument in this thread; if you had, you’d see that not every solution to my problem ends in the function of ‘ac’ being removed. Some of them suggest fixes on the animation side that would not impact mechanics at all. Please read some more of the content here-in.

    The person you quoted seemed to be spot on in replying to the OP.

    I do not think he or anyone else is required to read every post created in order to respond to the OP.

    Further, after 3 years since Zos stated AC as here to stay they have reinforced it several times with changes to the game. It does seem they are fairly content with how it is and do not see a need to change animations as some have suggested.

    I agree that no one is required to read every post in order to respond to the ‘OP’. If the only post you are replying to is the original post, then it follows that no other input is mecissary for a reply.
    Personally, I will not be pursueded by anyone who is only replying to the first post, as the discussion has evolved since.
    l



    In authoring this response, I have come to the conclusion that changing only the title was irresponsible if I want future replies to follow the evolution of the thread. I will devote some time over the weekend to remedy the situation, so that the OP reflects new insights and items being discussed here-in without reading every single post.
    Edited by Lunaugh on May 19, 2018 11:15PM
    dataOutput ={ }
    function: ConvertMagica (dataOutput, magicaInput, skill,fn)
    >>> if skill then do
    >>>>>> magicaInput = fn(skill)
    >>>>>>table.insert(dataOutput, magicaInput)
    >>>end
    end
  • DoctorESO
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    Animation cancelling is so unintuitive.
  • CultOfMMO
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    Lunaugh wrote: »
    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?

    you want immersion? [snip]

    Game "features" like these reward players who spend time and practice to learn the mechanic, [snip]

    [Edit to remove bait.]
    Edited by ZOS_GregoryV on May 26, 2018 1:36AM
    vHoF HM 202k Tick-Tock Tormentor (Stamblade)
    vAS HM 111k Immortal Redeemer (Magplar)
    vCR HM 129k Gryphon Heart (Magblade/plar)
    vSS HM 245k NA 2nd Godslayer (Stamcro)
    Magblade vMA 601k
  • Praeficere
    Praeficere
    ✭✭✭✭
    Every game I've ever played has had animation cancelling
    Though the shadow has moved not,
    A thousand miles I’ve passed –
    Ageless as the mountains but forgetting not the past.

    Are you Resolute?
    PC EU Progression Guild
  • Lunaugh
    Lunaugh
    ✭✭✭
    Praeficere wrote: »
    Every game I've ever played has had animation cancelling

    Awesome. Now if you can list every game you've ever played, you'd have a logically sound argument
    dataOutput ={ }
    function: ConvertMagica (dataOutput, magicaInput, skill,fn)
    >>> if skill then do
    >>>>>> magicaInput = fn(skill)
    >>>>>>table.insert(dataOutput, magicaInput)
    >>>end
    end
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