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Cancel animation canceling

  • exeeter702
    exeeter702
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    Knootewoot wrote: »
    Aurielle wrote: »
    Lysette wrote: »
    Aurielle wrote: »
    Lysette wrote: »
    Aurielle wrote: »
    Lysette wrote: »
    Aurielle wrote: »
    Lysette wrote: »
    Well, it would bother me, if I would want to PvP, because I think, it is just a very lazy and faulty implementation, which was raised to a feature, because ZOS could not fix it. But I am not PvPing and I do as well no group content, so be it. It is one of the reasons though, that I do not do any of the group content - because people would force me to learn it, and I refuse. To me that is a bug and not a feature.

    Lysette, you do not have to cancel the animations of all of your skills to do good DPS. Also, attack weaving is merely ESO’s active equivalent of passive auto-attacking in other MMOs. It’s not a bug, it’s not difficult to do, and it’s also not the equivalent of an insta-30k+ DPS button.


    Well, I don't like it, I wait for the animation to play and then I do the next move - I give a damn on good dps, I want it to look nicely and one motion after the other not all in one causing a visual mess.

    I also see all of my skill animations play out on my PVE DPS character with light attack weaving (just not Volatile Familiar, which I bar-swap cancel). It’s not a “visual mess.” I do 35k DPS self-buffed on target dummies using my dungeon/trial setup when I’m blessed with good crit RNG, and 32-33k when I’m not.

    Repeat after me: “I don’t need to cancel the animations of my skills to do competent DPS, so I don’t need to use animation cancelling as a scapegoat to explain why I’m ‘barred’ from endgame content”

    I have no interest in end game content either - end game is for me - end of game - and I will move on.

    You suggested earlier that animation cancelling prohibits you from doing group content (it doesn’t, FYI). If you have no interest in end game content, why are you making false claims about an aspect of ESO’s combat system that doesn’t affect you anyway?

    Because things which are wrong are wrong, regardless if they effect me or not - to me that is a bug declared to be a feature, because ZOS could not fix it properly.And this does not change, regardless if it effects me or not.

    There is nothing wrong with animation cancelling! You do not need to cancel the animations of your skills to deal 30k+ DPS! You cannot bypass the global cooldown with animation cancelling! You do need to cancel animations to dodge roll out of AOE, taunt a boss while blocking, stop casting Jesus Beam to throw out BoL, etc. and the game would be broken without it.

    It.
    Is.
    Not.
    A.
    Bug.

    Agree it should be canceble. But since the animation is cancelled, the attack didn't happen, so the damage should be cancelled also, Everybody happy.

    AGT-Clapping.gif

    Instant cast abilities are instant. The only thing being canceled is the recovery animation of a skill which plays out after the skill has already resolved and during the GCD refresh.


    Try again.
    Edited by exeeter702 on May 29, 2018 5:44AM
  • rustic_potato
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    Hey it is this thread again..

    https://www.youtube.com/watch?time_continue=1&v=ThZtwhYkKSs

    Wrobel the lead combat dev himself stated in one of the interviews that he encourages animation cancelling and it is an integral part of the game. Now whether you agree with him or not is a different story. If you don't you better find another game..
    I play how I want to.


  • Lylith
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    Aurielle wrote: »
    Lysette wrote: »
    Aurielle wrote: »
    Lysette wrote: »
    Aurielle wrote: »
    Lysette wrote: »
    Aurielle wrote: »
    Lysette wrote: »
    Well, it would bother me, if I would want to PvP, because I think, it is just a very lazy and faulty implementation, which was raised to a feature, because ZOS could not fix it. But I am not PvPing and I do as well no group content, so be it. It is one of the reasons though, that I do not do any of the group content - because people would force me to learn it, and I refuse. To me that is a bug and not a feature.

    Lysette, you do not have to cancel the animations of all of your skills to do good DPS. Also, attack weaving is merely ESO’s active equivalent of passive auto-attacking in other MMOs. It’s not a bug, it’s not difficult to do, and it’s also not the equivalent of an insta-30k+ DPS button.


    Well, I don't like it, I wait for the animation to play and then I do the next move - I give a damn on good dps, I want it to look nicely and one motion after the other not all in one causing a visual mess.

    I also see all of my skill animations play out on my PVE DPS character with light attack weaving (just not Volatile Familiar, which I bar-swap cancel). It’s not a “visual mess.” I do 35k DPS self-buffed on target dummies using my dungeon/trial setup when I’m blessed with good crit RNG, and 32-33k when I’m not.

    Repeat after me: “I don’t need to cancel the animations of my skills to do competent DPS, so I don’t need to use animation cancelling as a scapegoat to explain why I’m ‘barred’ from endgame content”

    I have no interest in end game content either - end game is for me - end of game - and I will move on.

    You suggested earlier that animation cancelling prohibits you from doing group content (it doesn’t, FYI). If you have no interest in end game content, why are you making false claims about an aspect of ESO’s combat system that doesn’t affect you anyway?

    Because things which are wrong are wrong, regardless if they effect me or not - to me that is a bug declared to be a feature, because ZOS could not fix it properly.And this does not change, regardless if it effects me or not.

    There is nothing wrong with animation cancelling! You do not need to cancel the animations of your skills to deal 30k+ DPS! You cannot bypass the global cooldown with animation cancelling! You do need to cancel animations to dodge roll out of AOE, taunt a boss while blocking, stop casting Jesus Beam to throw out BoL, etc. and the game would be broken without it.

    It.
    Is.
    Not.
    A.
    Bug.

    it originated unintentionally. i.e. it was a bug that became a 'feature' as the devs could not find a way to fix it in a satisfactory fashion.
  • rustic_potato
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    Lylith wrote: »
    Aurielle wrote: »
    Lysette wrote: »
    Aurielle wrote: »
    Lysette wrote: »
    Aurielle wrote: »
    Lysette wrote: »
    Aurielle wrote: »
    Lysette wrote: »
    Well, it would bother me, if I would want to PvP, because I think, it is just a very lazy and faulty implementation, which was raised to a feature, because ZOS could not fix it. But I am not PvPing and I do as well no group content, so be it. It is one of the reasons though, that I do not do any of the group content - because people would force me to learn it, and I refuse. To me that is a bug and not a feature.

    Lysette, you do not have to cancel the animations of all of your skills to do good DPS. Also, attack weaving is merely ESO’s active equivalent of passive auto-attacking in other MMOs. It’s not a bug, it’s not difficult to do, and it’s also not the equivalent of an insta-30k+ DPS button.


    Well, I don't like it, I wait for the animation to play and then I do the next move - I give a damn on good dps, I want it to look nicely and one motion after the other not all in one causing a visual mess.

    I also see all of my skill animations play out on my PVE DPS character with light attack weaving (just not Volatile Familiar, which I bar-swap cancel). It’s not a “visual mess.” I do 35k DPS self-buffed on target dummies using my dungeon/trial setup when I’m blessed with good crit RNG, and 32-33k when I’m not.

    Repeat after me: “I don’t need to cancel the animations of my skills to do competent DPS, so I don’t need to use animation cancelling as a scapegoat to explain why I’m ‘barred’ from endgame content”

    I have no interest in end game content either - end game is for me - end of game - and I will move on.

    You suggested earlier that animation cancelling prohibits you from doing group content (it doesn’t, FYI). If you have no interest in end game content, why are you making false claims about an aspect of ESO’s combat system that doesn’t affect you anyway?

    Because things which are wrong are wrong, regardless if they effect me or not - to me that is a bug declared to be a feature, because ZOS could not fix it properly.And this does not change, regardless if it effects me or not.

    There is nothing wrong with animation cancelling! You do not need to cancel the animations of your skills to deal 30k+ DPS! You cannot bypass the global cooldown with animation cancelling! You do need to cancel animations to dodge roll out of AOE, taunt a boss while blocking, stop casting Jesus Beam to throw out BoL, etc. and the game would be broken without it.

    It.
    Is.
    Not.
    A.
    Bug.

    it originated unintentionally. i.e. it was a bug that became a 'feature' as the devs could not find a way to fix it in a satisfactory fashion.

    You make it sound like animation cancelling was discovered first in this game. Every game that has lengthy skill animations has some form of animation cancelling. The animation after the cast point is useless from a fight perspective. Even top tier PVP games like MOBAs have animation cancelling. I just adds an extra layer of skill at the highest level of gameplay. Whether you want to learn it or not is a different argument.
    I play how I want to.


  • Betsararie
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    Hey it is this thread again..

    https://www.youtube.com/watch?time_continue=1&v=ThZtwhYkKSs

    Wrobel the lead combat dev himself stated in one of the interviews that he encourages animation cancelling and it is an integral part of the game. Now whether you agree with him or not is a different story. If you don't you better find another game..

    It is an integral part of the game. That is why I always encourage people to learn it instead of whining. But anyway. It makes for one of the most fluid combat systems I've personally enjoyed in MMOs.
  • Lysette
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    exeeter702 wrote: »
    Lysette wrote: »
    I see I did not make my point in the right way - my argument was less that I do not like it, i don't, that is true, but by other reasons. My argument was, that if there would be a trade-off between choosing a more complex attack move OR a defensive move and this attack move would take some specific amount of time, where one is not able to dodge (like you can with animation cancelling), that this would add more tactics to the game and make it overall more interesting to play. What bothers me is that you can do a perfect complex attack move while at the same time do a defensive move as well.

    Again sorry but this entire mentality is a dead end. Please for the love of god please read carefully, PLEASE

    Instant cast abilities resolve instantly. Any animation that plays out over the course of the GCD refresh is inconsequential. You cant speed the attack up visually to excute in its entirety in under 1 second, that would look ridiculous on top of making combat feel terrible - imagine the impact point of uppercut being at the point where your character is reeled back from the weight of the 2her. It makes no sense. You are not realizing that what you want would inadvertently make combat leaps and bounds more immersion breaking and look horrible.

    If you hard cast an ability, the cast time has to complete for you to be rewarded with its yeild. If you take any defensive action before the cast completes, you get nothing. Likewise, if you break a channel prematurely, you not only eat the resource cost but you dont get the full yeild of the skill for which that resource cost is budgeted around. The GCD begins the moment you activate any skill, in the case of hard casted abilities, the GCD is refreshing WHILE the cast is going, this is why if you spam uppercut for example, it looks like you are doing this jackhammer twitch like smacks because the point where the ability resolves is the point where the strike visually makes contact with the target which lines right up with the GCD being refreshed and you are again allowed to activate another skill which is absolutely positively by design. If you do not activate anything, your character will do the complete follow through recovery animation where they reel back from the weight of the 2her.

    If you were to force a player into this animation, you are not only denying them a GCD, but you are punishing them by disallowing them to take a defensive action. Lets say you play your hand right and predict an opponents movement and land a good clean uppercut, but you then immediately notice that a snipe is flying your way... you have met the criteria the game sets up for you in landing a hard cast ability at which point you have no other obligation to the skill, but since you want natural looking animations, you are forced to eat the snipe completely contrary to your clear knowledge that it was on its way.

    So i pose the simple question? How do you fix that problem your suggestion would create? and how do you suggest anything that i have just laid out for you as anything even remotely close to being a bug or exploit?

    i see your point, but I would prefer to have to take the hit by the snipe, because I am not in balance yet to do the next move. To me it would feel right, to take the damage, because the action is not complete yet - the damage is done, yes, but the action itself is still ongoing getting back into balance. This is my whole point, that I do not like how it is implemented.

    But as I said, I see your point and it is a valid one as well - we have just a different view on what would feel correct with it.
  • Ackwalan
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    Hey it is this thread again..

    https://www.youtube.com/watch?time_continue=1&v=ThZtwhYkKSs

    Wrobel the lead combat dev himself stated in one of the interviews that he encourages animation cancelling and it is an integral part of the game. Now whether you agree with him or not is a different story. If you don't you better find another game..

    He said that after multiple attempts to fix it. Sounded more like an excuse then an intended feature.
  • Lysette
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    Hey it is this thread again..

    https://www.youtube.com/watch?time_continue=1&v=ThZtwhYkKSs

    Wrobel the lead combat dev himself stated in one of the interviews that he encourages animation cancelling and it is an integral part of the game. Now whether you agree with him or not is a different story. If you don't you better find another game..

    I am totally aware that it will not go away, but i will nevertheless not play like this - they said "play as you want" and I do. But I think it is a bad design decision and not the design is actually the reason to encourage that, but the inability or unwillingness to implement it correctly. So to me that is a bug declared to be a feature and nothing can convince me that it isn't, because it does not feel right to me.
    Edited by Lysette on May 29, 2018 6:25AM
  • Uviryth
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    Cladius30 wrote: »
    Anyone else find this seizure looking dumb irritating stuff wrecks the game? I do.

    Of course we do, only a moron would actually like the way it is now. You just have to look at your character in combat to see something is terribly wrong there. Plus, Shadowdamage (damage that is only seeable in Logs) is always an indicator of a big coding issue.

  • idk
    idk
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    Lysette wrote: »
    I see I did not make my point in the right way - my argument was less that I do not like it, i don't, that is true, but by other reasons. My argument was, that if there would be a trade-off between choosing a more complex attack move OR a defensive move and this attack move would take some specific amount of time, where one is not able to dodge (like you can with animation cancelling), that this would add more tactics to the game and make it overall more interesting to play. What bothers me is that you can do a perfect complex attack move while at the same time do a defensive move as well.

    Not really. Combat in this game, both PvE and PvP is to fluid to not be able to block when we need to.

    Defense in this game requires active defense at the instant it is needed. Much more than the move out of red we have in games like WoW and SWTOR where defenses are a chance to shield or dodge an attack.

    We need to block when we need to block and it is that simple We cannot have attacks preventing the defense when needed. Considering the skill does not fire if the required GCD has not passed the system is fair.

    Regardless of liking the system or not, it is clearly here to stay. Zos has made changes at least 3 times in the several years since they stated it was an official part of the game.
  • rustic_potato
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    Ackwalan wrote: »
    Hey it is this thread again..

    https://www.youtube.com/watch?time_continue=1&v=ThZtwhYkKSs

    Wrobel the lead combat dev himself stated in one of the interviews that he encourages animation cancelling and it is an integral part of the game. Now whether you agree with him or not is a different story. If you don't you better find another game..

    He said that after multiple attempts to fix it. Sounded more like an excuse then an intended feature.
    Lysette wrote: »
    Hey it is this thread again..

    https://www.youtube.com/watch?time_continue=1&v=ThZtwhYkKSs

    Wrobel the lead combat dev himself stated in one of the interviews that he encourages animation cancelling and it is an integral part of the game. Now whether you agree with him or not is a different story. If you don't you better find another game..

    I am totally aware that it will not go away, but i will nevertheless not play like this - they said "play as you want" and I do. But I think it is a bad design decision and not the design is actually the reason to encourage that, but the inability or unwillingness to implement it correctly. So to me that is a bug declared to be a feature and nothing can convince me that it isn't, because it does not feel right to me.

    Well the answer to both your statements is the same. You either accept it as a part of the game that you aren't interested in or give up on the game. Complaining and whining is not going to get you anywhere because fixing this would mean a lot of unnecessary dev resource spent on something futile.
    I play how I want to.


  • lzzy
    lzzy
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    Having basic attacks, skills, weapon swapping, and blocking all suddenly on the same GCD would be both funny and awful. I'm glad ESO's combat is the way it is, but I wouldn't mind a good laugh like that. People would lose their minds.
  • Lysette
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    Ackwalan wrote: »
    Hey it is this thread again..

    https://www.youtube.com/watch?time_continue=1&v=ThZtwhYkKSs

    Wrobel the lead combat dev himself stated in one of the interviews that he encourages animation cancelling and it is an integral part of the game. Now whether you agree with him or not is a different story. If you don't you better find another game..

    He said that after multiple attempts to fix it. Sounded more like an excuse then an intended feature.
    Lysette wrote: »
    Hey it is this thread again..

    https://www.youtube.com/watch?time_continue=1&v=ThZtwhYkKSs

    Wrobel the lead combat dev himself stated in one of the interviews that he encourages animation cancelling and it is an integral part of the game. Now whether you agree with him or not is a different story. If you don't you better find another game..

    I am totally aware that it will not go away, but i will nevertheless not play like this - they said "play as you want" and I do. But I think it is a bad design decision and not the design is actually the reason to encourage that, but the inability or unwillingness to implement it correctly. So to me that is a bug declared to be a feature and nothing can convince me that it isn't, because it does not feel right to me.

    Well the answer to both your statements is the same. You either accept it as a part of the game that you aren't interested in or give up on the game. Complaining and whining is not going to get you anywhere because fixing this would mean a lot of unnecessary dev resource spent on something futile.

    I am not convinced that it would not be better the "correct" way, seen from how I would like it. If all would have to deal with the consequences of a long attack move, they would adapt to it and use it, when they are not in immediate danger to be hit, and use faster attacks, when they need to be ready to defend themselves - I do still think,that this would be a more tactical gameplay and much better combat, where not just "rotations" would be done by muscle memory, but actual thought put into the action, because it would matter more, what you do and when you do it.

    And I am free to point that out and eventually make someone think about it - maybe or maybe not, I am still pointing it out.
  • StaticWave
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    Animation canceling has existed in many games, not just ESO. If you've ever played any online PvP games, be it League of Legends, Dota, Overwatch, animation cancelling has always been part of the mechanics you need to learn to perform well at top tier level. In fact, I learned how to animation cancel naturally without watching any youtube videos because I'm so familiar with it. It doesn't take much time for you to learn how to weave a light attack with a skill. Rather than complaining about it being an "exploit", you should understand that animation canceling helps widen the skill gap between a good player and a bad player, instead of letting sets define who's good and who's bad.
  • TheRealSniker
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    animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.

    this post is filled with L2P issues
  • LuckyLuke
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    When I first learned about AC, it reminded me of the Diablo LOD FPS breakpoints for hit recovery, block, casting, etc.

    Legit or not it is a lame mechanic
  • Lysette
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    animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.

    this post is filled with L2P issues

    That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.
  • TheRealSniker
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    Lysette wrote: »
    animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.

    this post is filled with L2P issues

    That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.
    Lysette wrote: »
    animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.

    this post is filled with L2P issues

    That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.

    There is no making anything better by disabling a game mechanic that differentiates a good from a bad player

    Animation cancelling makes this already slow combat system just a bit more exciting and something to brag about when doing rotations
  • rustic_potato
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    Lysette wrote: »
    animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.

    this post is filled with L2P issues

    That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.

    So as it is right now you can choose to play without cancelling your skill animations. Why do you want to force your viewpoint on others where they have to play with those animations when it is clear that they would prefer to play with cancelling the animations?
    I play how I want to.


  • Iphoites
    Iphoites
    I personally don't mind if people don't weave attacks or use AC. I don't mind wiping at a boss because someone doesn't know the mechanics, as long as he's trying to learn and do his best. (Hell the most fun I had in the game was probably a boss fight during beta where we wiped at least 20 times, but nobody gave up and we managed to succeed eventually) However, if you're CP 450 with 10k health pool in a vet dungeon, running around like a headless chicken while spamming Arrow Spray and bragging about how you've invested only in stamina(but for some reason you're pulling 3k DPS), then, sir, you're not fun to play with, and you do deserve to be kicked. Simply because you're merely wasting the precious time of other 3 players.
  • Lysette
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    Lysette wrote: »
    animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.

    this post is filled with L2P issues

    That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.
    Lysette wrote: »
    animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.

    this post is filled with L2P issues

    That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.

    There is no making anything better by disabling a game mechanic that differentiates a good from a bad player

    Animation cancelling makes this already slow combat system just a bit more exciting and something to brag about when doing rotations

    player ability vs. character abilities - I said it before,that is not roleplay, if a player's abilities govern the outcome and not a character's abilities. It is designed like this - in an game coming from the RPG genre - bad enough that they did it like that. But then have animations, which mean nothing, because they can be canceled so that one does not even see what is happening, even worse. It is bad design, simple as that - it might be MMO specific, but it is so against where TES is coming from.
  • Betsararie
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    animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.

    this post is filled with L2P issues

    Found the smart guy in the room.

    But really, this is a point that I'd say needs to be made.
  • rustic_potato
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    Lysette wrote: »
    Lysette wrote: »
    animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.

    this post is filled with L2P issues

    That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.
    Lysette wrote: »
    animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.

    this post is filled with L2P issues

    That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.

    There is no making anything better by disabling a game mechanic that differentiates a good from a bad player

    Animation cancelling makes this already slow combat system just a bit more exciting and something to brag about when doing rotations

    player ability vs. character abilities - I said it before,that is not roleplay, if a player's abilities govern the outcome and not a character's abilities. It is designed like this - in an game coming from the RPG genre - bad enough that they did it like that. But then have animations, which mean nothing, because they can be canceled so that one does not even see what is happening, even worse. It is bad design, simple as that - it might be MMO specific, but it is so against where TES is coming from.

    Like I mentioned before no one is forcing you to animation cancel.. You can complete 90% of the game without even weaving attacks. If you want to play the MMO side of the game you have to accept the MMO aspects of the game too.
    I play how I want to.


  • ATomiX96
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    The endgame got dumbed down several times already for the casual audience (raid optimization [debuff sets, off-balance changes, etc.]). If they remove animation canceling, I could see even more of the endgame people quitting eso.

    I get it, it "breaks your immersion", "it looks stupid" we had those forum threads several times already, if youre just doing dungeons, normal trials and casual pvp, youre not forced to animation cancel anyways.

    If you dont like the aesthetics of animation canceling and dont want to do it you just gotta live with the fact that it puts you in a disadvantageous spot and thats definitly not a argument for taking a core-mechanic away from people who want to be more than just decent at the game.

    Plus on top, animation canceling is so simple in this game, with time passing you will do it automatically and not even notice.
    Edited by ATomiX96 on May 29, 2018 7:39AM
  • Seri
    Seri
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    Lysette wrote: »
    Lysette wrote: »
    animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.

    this post is filled with L2P issues

    That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.
    Lysette wrote: »
    animation cancelling has been in every game ive ever played before, doesnt matter if it was singleplayer, multiplayer or an MMO.

    this post is filled with L2P issues

    That it was always this way is an argument put forward by those, who never contribute to any significant change to the better.

    There is no making anything better by disabling a game mechanic that differentiates a good from a bad player

    Animation cancelling makes this already slow combat system just a bit more exciting and something to brag about when doing rotations

    player ability vs. character abilities - I said it before,that is not roleplay, if a player's abilities govern the outcome and not a character's abilities. It is designed like this - in an game coming from the RPG genre - bad enough that they did it like that. But then have animations, which mean nothing, because they can be canceled so that one does not even see what is happening, even worse. It is bad design, simple as that - it might be MMO specific, but it is so against where TES is coming from.
    Except that for a light or heavy attack, the animations up until the 'hit' will actually be shown anyway. ZOS made changes around TG/DB in order to ensure that the 'hit' part of an animation always shows during a weave. Animation cancelling by this point is only for barswaps or blocks - block cancel is so rarely used for dps purposes as it ties up the GCD and barswap 'cancel' of a skill is nowhere near a requirement for rotations.
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  • MaleAmazon
    MaleAmazon
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    People who complain that it is a bug simply do not seem to understand programming and game mechanics, in general (ok that might be too harsh). From my bed, on my phone, I'll try to explain B)

    1. Lots of abilities do their damage.. instantly. You can see this if you have something like Foundry Tactical Combat on PC. Look at the chat log when casting. You actually sometimes do the damage before the projectile is even thrown.

    2. Ok, so you think this is a 'bug'. Let's look at the alternatives:

    -Option 1: Instant animation if instant cast to reflect underlying mechanics. Result - templar javelin throw has an animation time of 8 ms, bow light attack is represented by 2 frames. Combat looks like Benny Hill on a combination of cocaine + amphetamine, on a x10 fast forwarded youtube video. Now, I agree that it would be slightly fun to see...

    -Option 2: You must see entire animation before using another action. You can already do this by playing slowly and waiting to press buttons. Combat would be clunky, boring, you could not react to things like boss special attacks in PvE and other players in PvP. Snipespam might be optimal way of doing DPS. Entire game must be rebalanced for the 6 people who still play it.

    -Option 3: You can cancel animations but don't get the effects of the 'cancelled' skill. Already works this way for cast time skills if you use block too fast for example. You'd have to make all skills cast time or include 'option 1'. Since DPS would still increase with proper button press timing, people with bad ping (and everyone in Cyrodiil Vivec campaign) would still not be helped. Entire forum would be filled with threads complaining that 'I pressed skill button but it never did the damage F U Zo$'.

    As you can see, the current system is there for a reason <3
    Edited by MaleAmazon on May 29, 2018 7:58AM
  • ynimma
    ynimma
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    Just a little addition for those who have never swung a sword in real life but aquired their "experience" of swordsplay from computer games: it DOES take more than a moment to swing a sword and in an optimalized game environment that is the time and effort to cover with the animation and stamina loss.
    Try and grab a two-hander of 5-10 kgs and do an uppercut for me please. Now measure the time. Follow it up with a light attack (you'll redefine your term "light" in a heartbeat) and try to cancel it into a block because you see an attack coming towards you.
    Let me predict how it went: your wrists have spoiled, the blade is thrown way out of your centerline so it'll take seconds to bring it back to a usable position, your stance is probably off if you are not fallen on the ground in lack of proper structure and I also assume your planned reverse slice turns to be a fond memory because your stamina signal is clicking in repeatedly that you have nothing of that left.
    And you had two hands on, now let me walk you through a one-handed sword and shield situation where the sword itself is smaller and a bit lighter but you only have one arm's muscles to operate it and one wrist to support your moves.
    I rather not, I think you got the idea. But I really would like you all to try so you can develop some genuine respect towards the link between the animations, their timing and that green resource bar.

    I understand this is a game so the question is then "what type of game?".
    Fast-paced is a term being used frequently which is fine however where is the game, the interaction if the game allows button-mashing routine backed up with certain flat numbers (sets, attributes, etc.) to overcome the meaningful and interactive actions and reactions? Is really L2P mean that you execute nothing else than a "rotation"-routine over everything and everybody who has different ping on an anyway laggy server and call it a day?
    I have no problem learning to cancel animation, I'm also getting better of it just because I do it anyway but still it doesn't feel jolly, it does feel like I skipped game content through a bug and at the end of the day the excitement is just not there even if I "won" a duel because the server supported me that time rather than killing my game with a laggspike.

    But it will stay anyway, as it's been said already a lot of times, the devs are not able to therefore not willing to tackle it.

  • SixVoltCar
    SixVoltCar
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    People who are unsporting like the skill cap to go beyond actual skill, to the point where the GAME ENGINE and their latency become factors in whether or not they win-- they do this, because they want an advantage beyond the game rules, this makes it a form of exploit.

    I oppose it in every game.

    I am, of course, referring to increasing skill usage output by animation cancelling. The animation should be the cast speed and should not be cancelable while also achieving a successful skill use.
    Edited by SixVoltCar on May 29, 2018 8:04AM
  • nnargun
    nnargun
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    SixVoltCar wrote: »
    People who are unsporting like the skill cap to go beyond actual skill, to the point where the GAME ENGINE and their latency become factors in whether or not they win-- they do this, because they want an advantage beyond the game rules, this makes it a form of exploit.

    I oppose it in every game.

    I am, of course, referring to increasing skill usage output by animation cancelling. The animation should be the cast speed and should not be cancelable while also achieving a successful skill use.

    Why would you wanna be limited by the duration of the animation? I'd prefer my own capabilities to be the limit.
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  • SixVoltCar
    SixVoltCar
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    nnargun wrote: »
    SixVoltCar wrote: »
    People who are unsporting like the skill cap to go beyond actual skill, to the point where the GAME ENGINE and their latency become factors in whether or not they win-- they do this, because they want an advantage beyond the game rules, this makes it a form of exploit.

    I oppose it in every game.

    I am, of course, referring to increasing skill usage output by animation cancelling. The animation should be the cast speed and should not be cancelable while also achieving a successful skill use.

    Why would you wanna be limited by the duration of the animation? I'd prefer my own capabilities to be the limit.

    See paragraph 1.
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