jbranstub17_ESO wrote: »@jbranstub17_ESO
However, the reason cast animations overrun the GCD is to allow for a buffer to stop message stacking from input.
Strip that away and your ping problem becomes a bigger one.
Then maybe the problem really is game design. Still something ZOS should work on.
I hear more and more, "you should have no issue getting to 40k dps" and I have absolutely no clue how that is the case. The most I've ever parsed was on an Orc Stamblade doing 38k on the PTS, while my usual parse is 30-32k, but still in all my guilds I see people easily scoring 50k+. I know how to DPS, weave/animation cancel with LA, keep up dots, know your rotation, etc, I see I get around 5.3k dps from endless hail and around 4k dps from Relequen, so for the most part thats all good, could use some minor improvements, but whatever. Looking at other people's parses however I see they score 10k+ from light attacks? (more specifically on mag toons). I have no idea how they can pull that off
No matter what I do when I parse, half the time I'll get caught up, ill try spamming a skill and it just wont proc, a LA wont go off despite rapidly clicking the mouse (while not even doing any other skill). Even something as simple as a surprise attack/LA weave, ill end up spamming surprise attacks because my LA wont go off, I need to slow down my rotation to a painfully slow point for me to do anything. Even relentless focus and Relequens, I will be sitting there hitting the dummy with LA and neither Relequen or relentless focus will proc. I have no idea what to do. On top of that it also includes using skills when bar swapping, I'll pop a siphoning strikes and bar swap, only to find out my siphoning strikes actually didn't even pop.
I feel like if I became perfect at this game I could *maybe* hit 40k, but it feels like the game has me capped from going past that point while others race ahead, leaving me behind unable to do harder vet trials. Mag toons are the absolute worst offenders. I cannot even hit 30k on my magblade, I can have a near perfect rotation and solid up times with BiS gear, and I'll still hit 29k on a parse. Sometimes my game will lag and I wont do anything for 3 seconds, only to have every skill I used over those 3 seconds goes off at once.
I don't want it to seem like I'm just whining, but I'm curious if anyone else has had issues like this, because none of my guildies knows whats wrong, some said it was packet-loss, but idk, any fixes?
just for reference, I live in Pennsylvania with solid internet, I've used a wired and wireless connection, I've used 3 different computers and 2 different mouse/keyboards, all the same issue
squinceybones wrote: »If they make the experience easier for high ping players they make it too lenient for regular ping players. In the same way people complain about making content for the 1% of "end game players" how is that any different than altering the content for the 1% of "high ping players". You can't please everyone, you just have to do the best with what you have.
Here is what ZOS should do (or rather should have done from the start):
1. Put light attacks on the same GCD as skills and treat them as cheap spammables when designing gear or skills around them.
2. Shorten/accelerate long skill animations to match the GCD.
3. Make bar swap client side, so that it's not affected by lag.
These 3 things would solve so many issues...
squinceybones wrote: »If they make the experience easier for high ping players they make it too lenient for regular ping players. In the same way people complain about making content for the 1% of "end game players" how is that any different than altering the content for the 1% of "high ping players". You can't please everyone, you just have to do the best with what you have.
squinceybones wrote: »and maybe, just maybe focusing on what you can improve yourself rather than what someone else may or may not be able to do for you.
squinceybones wrote: »How are you supposed to make the game the same regardless of latency, it's an online game, data has to be sent from A to B and generally speaking the farther it goes the longer it takes.
It's not about accepting everything. It's about understanding the constraints of playing a game on a server in a different country, and maybe, just maybe focusing on what you can improve yourself rather than what someone else may or may not be able to do for you.
squinceybones wrote: »Because one you can control and one you can't.
I feel like you're under the impression you'll magically become a super player with less ping and it's just not the case. It's no different from people carrying on about oh I can't do that I'm not max CP, CP amplifies what you already have, it doesn't make you better.
squinceybones wrote: »If they make the experience easier for high ping players they make it too lenient for regular ping players. In the same way people complain about making content for the 1% of "end game players" how is that any different than altering the content for the 1% of "high ping players". You can't please everyone, you just have to do the best with what you have.
squinceybones wrote: »If they make the experience easier for high ping players they make it too lenient for regular ping players. In the same way people complain about making content for the 1% of "end game players" how is that any different than altering the content for the 1% of "high ping players". You can't please everyone, you just have to do the best with what you have.
squinceybones wrote: »I don't know enough about game design to have a discussion about things like client side bar swaps, but maybe you do. Does it have any negative affects on the bar swap mechanic in cloudrest for example. I feel like there must be a reason it is the way it is, but as I said i don't know. What other thing's could they move client side and how would or wouldn't it affect people's gaming experience?
profundidob16_ESO wrote: »squinceybones wrote: »If they make the experience easier for high ping players they make it too lenient for regular ping players. In the same way people complain about making content for the 1% of "end game players" how is that any different than altering the content for the 1% of "high ping players". You can't please everyone, you just have to do the best with what you have.
that is what the original Global Cooldown (1.5 or even 2sec) timer was invented for in the first place. It ensures that regular ping players and ultra low latency players still all press the buttons around the same time at best, leading to equal results. In addition in ensures that animations can be finished so you don't get this whole animation cancelling crap
squinceybones wrote: »I don't know enough about game design to have a discussion about things like client side bar swaps, but maybe you do. Does it have any negative affects on the bar swap mechanic in cloudrest for example. I feel like there must be a reason it is the way it is, but as I said i don't know. What other thing's could they move client side and how would or wouldn't it affect people's gaming experience?
squinceybones wrote: »profundidob16_ESO wrote: »squinceybones wrote: »If they make the experience easier for high ping players they make it too lenient for regular ping players. In the same way people complain about making content for the 1% of "end game players" how is that any different than altering the content for the 1% of "high ping players". You can't please everyone, you just have to do the best with what you have.
that is what the original Global Cooldown (1.5 or even 2sec) timer was invented for in the first place. It ensures that regular ping players and ultra low latency players still all press the buttons around the same time at best, leading to equal results. In addition in ensures that animations can be finished so you don't get this whole animation cancelling crap
Do we really need to go around the animation cancelling block again... I'm not quite sure where you're going with this point but if all that is true then what's the problem? Did they change the global cooldown or something?
squinceybones wrote: »Cool I'll check it out. You say it might add a little rubberbanding, to me the game feels relatively smooth compared to other game's I've played at 300 ping, take PUBG for example, where everything does feel laggy. In ESO if i press right, i move right whereas PUBG i press right i move in half a second or so. Is the problem just hidden somewhere else to make it feel better?
profundidob16_ESO wrote: »squinceybones wrote: »profundidob16_ESO wrote: »squinceybones wrote: »If they make the experience easier for high ping players they make it too lenient for regular ping players. In the same way people complain about making content for the 1% of "end game players" how is that any different than altering the content for the 1% of "high ping players". You can't please everyone, you just have to do the best with what you have.
that is what the original Global Cooldown (1.5 or even 2sec) timer was invented for in the first place. It ensures that regular ping players and ultra low latency players still all press the buttons around the same time at best, leading to equal results. In addition in ensures that animations can be finished so you don't get this whole animation cancelling crap
Do we really need to go around the animation cancelling block again... I'm not quite sure where you're going with this point but if all that is true then what's the problem? Did they change the global cooldown or something?
yes, they changed the Global CD over time in mmo's compared to the first generation mmo's by making it shorter and shorter and therefore introduce latency problems resulting in lower dps for higher latency players as well as (more cosmetic) less important animation cancelling problems. This is a design mistake on devs side.
Trivia: devs of the first gen mmo's did not make this mistake. In vanilla WOW for instance almost every skill had a 'big' GCD timer attached to it and the only few so called "instant" skills (without the general GCD being attached) were chosen and designed specifically not to have an animation to it. In favor of making the game 'feel more responsive" to faster gameplay for low latency player the general GCD was shortened over time in newer iterations and games, including ESO.
note that even if you consider the animation problem less relevant (it's mostly cosmetic after all) that's fine but you completely overlooked and omitted the most important part. This time I marked it in bold for you
squinceybones wrote: »ESO has had problem's with cheat engine in the past, so i can't say i blame them for being cautious. I know from thing's like league of legends that having client side thing's open's up exploits. It's pretty fair, albeit ironic that they place a high priority on reducing holes for exploits.
jbranstub17_ESO wrote: »squinceybones wrote: »Cool I'll check it out. You say it might add a little rubberbanding, to me the game feels relatively smooth compared to other game's I've played at 300 ping, take PUBG for example, where everything does feel laggy. In ESO if i press right, i move right whereas PUBG i press right i move in half a second or so. Is the problem just hidden somewhere else to make it feel better?
On ESO, it seems that it doesn't update your server position in the client until something happens that requires it. This lets you see a uniform smooth experience, but you'll notice that if you die or get rooted, you will snap back to the position where you were affected server-side.