
/script JumpToHouse("@Paramedicus")
↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑Caligamy_ESO wrote: »When I read this I couldn't help but think of ESO and I wonder is the devs here have the same thoughts on it..
How many of the awful class changes we've seen over the years here have been a result of not addressing it here?
Paramedicus wrote: »There wouldn't be need for whole content redesign. Most work would be skill and animation tweaking (*assuming that change is possible). But yeah, it wouldn't be easy.
SidewalkChalk5 wrote: »Ani canceling is supposed to be for defensive reactions, not for DPS.
starkerealm wrote: »Not in ESO. Here weaving light attacks and active abilities is expected behavior.
Thevampirenight wrote: »Well even if it was intended or not at the beginning doesn't matter but Zenimax decided to make it a feature.
I've always been of the opinion that the very concept of animation cancelling is inherently breaking code. My logic goes something like this...
programmers created the animations for a REASON
under normal play, I hit a button or command, the results of that command goes hand in hand with the animation I watch on screen
the ability to bypass the visual animation part of the is bypassing one of the two fundamental features of code associated with using that action
now, some games, the animations for certain skills or abilities are excessively long, or lock you into an action while still exposing you to the environment. Alien vs Predator by Sega (2010) was a really egregious example of this, allowing players to do these wildly gruesome execution animations, in a fast first person shooter. The animation were pretty cool, but you could very easily be shot to death while locked into the kill animation, unable to cancel out if you started to take fire.
Middle Earth : Shadow of War is a moderately good example of the other side - there were quite a few exotic animations for certain attacks, but most would be cancelled out by certain actions (like dodge) so that your defensive skills could override your offensive skills to allow you to get out of an offensive animation that might get you killed. And it is, in fact, under very narrow circumstances, possible to still get off your offensive skill and then effectively cancel the animation (the context-sensitive BLOCK skill does this pretty frequently)
This is, as far as I can tell, the reason that animation cancelling might have a valid reason to exist - some animations are excessively complicated, locking you into an animation that might get you killed. Especially in an MMO with at least some boss mechanics that are instant kills, maybe animation cancelling is a necessity. BUT...using it as a technique to enhance your outgoing DPS is inherently bypassing what was "supposed" to be a limitation.
And while the advocates of animation cancelling continue to point out that they should be allowed to exploit every advantage they can find and train themselves to use, the blizzard point above is perfectly reasonable. Game balance is, at least at some level, designed around animations as part of the limits of how far and fast players can damage targets, for the general population. Not every member of the general population can use, or wants to use, or even knows to use, animation cancelling, a bypassing of the intended purpose of the code, as a way to compete with the content. So, now devs are forced to either adjust coding for the potentials of animation cancelling for only a portion of the population, or listen to the overly tuned segment of the population *** about wanting harder content to cope with their animation cancelling adjustments to outgoing damage.
in short (too late!) - animation cancelling as a feature of any code essentially acts as an "out" for players, allowing them to get out of a animation that might get them killed. However, when it's exploited as a way of increasing outgoing damage in games that are mostly centered around killing, it becomes a technique that warps game balance in general, actually ultimately harming both those that don't use it AND those that use it, driving a wider gap between 2 mindsets of players and forcing devs to either create a multitude of solutions for different segments of the population, or creating a frankenstein's monster of code trying to appease all.
SidewalkChalk5 wrote: »starkerealm wrote: »Not in ESO. Here weaving light attacks and active abilities is expected behavior.
Yeah, now. But that's not why the mechanic was created by the engine's designers, though, was it? It was an exploit that became an officially sanctioned artificial skill gap between casuals and sweaties. And everybody knows this already, so what's your point, exactly? Ani canceling is supposed to be for defensive reactions, not for DPS.
Why was it never fixed? Because they couldn't. There probably just isn't enough time for a "cancel" signal from the client to reach the server before the damage calculation is already done. Too late. Can't fix that. The only real fix is to add a negative impact afterwards (like I suggested: a flat stam cost for each ani cancel, plus automatic purge of any DOT that gets cancelled) that ruins its effectiveness for DPS. If you paid an extra 500 stam each time you cancelled, good luck staying alive in any real content. If DOT's required the full animation to persist and keep ticking on the target, people would let the animations play out unless they needed to react. The game would look and function the way it was supposed to.
SidewalkChalk5 wrote: »starkerealm wrote: »Not in ESO. Here weaving light attacks and active abilities is expected behavior.
Yeah, now. But that's not why the mechanic was created by the engine's designers, though, was it?
SidewalkChalk5 wrote: »Why was it never fixed? Because they couldn't.
starkerealm wrote: »SidewalkChalk5 wrote: »Why was it never fixed? Because they couldn't.
We've been over this. Six or seven times.
There are no animations server side. None. Zero. The server is not aware that you have cancelled an animation because from its point of view animations do not even exist. They are just visual fluff that is happening client side, on your system. There can be no negative impact for animation cancelling since for the combat system animations are not a thing. For the server only information about skills and their cast times, GCD, and priority queue exists.
So the only way animation cancelling can be "fixed" (in a sense you anti-AC crowd use) is to put a cast time on every single skill. This way server can get information about you casting a skill, start a countdown which is your cast time and if you then send it information about your next action before this countdown is other the initial action can be cancelled. That's how current cast time skills work. And they suck. You can say goodbye to "fast paced action combat" the moment all of the skills would work that way. Not even talking about what will happen in a laggy situation.
That's why AC became a feature. Because "fixing" it will quite literally break the original intended combat system. AC exists because devs have decided that the game should function how they have initially supposed to. Not the other way around.
SidewalkChalk5 wrote: »There are no animations server side. None. Zero. The server is not aware that you have cancelled an animation because from its point of view animations do not even exist. They are just visual fluff that is happening client side, on your system. There can be no negative impact for animation cancelling since for the combat system animations are not a thing. For the server only information about skills and their cast times, GCD, and priority queue exists.
Yeah, and nothing in my post suggested that there are animations server side, did it? Really, really bad strawman attempt. Feel the shame.So the only way animation cancelling can be "fixed" (in a sense you anti-AC crowd use) is to put a cast time on every single skill. This way server can get information about you casting a skill, start a countdown which is your cast time and if you then send it information about your next action before this countdown is other the initial action can be cancelled. That's how current cast time skills work. And they suck. You can say goodbye to "fast paced action combat" the moment all of the skills would work that way. Not even talking about what will happen in a laggy situation.
That's why AC became a feature. Because "fixing" it will quite literally break the original intended combat system. AC exists because devs have decided that the game should function how they have initially supposed to. Not the other way around.
False. I already suggested one fix that would work. Any dolt could grok at least a couple more decent alternatives, but a stam cost and DOT removal would fix the problem by making it largely useless for DPS purposes.
Alright, lets back this up. To apply your Stam cost and DoT removal you need the server to know that an animation was cancelled. But I guess that "strawman" was kinda useful... You know, because we have established that there are no animations server side. So your idea does not work. At all.
No, the ZOS devs do not think like this as they know removing A/C would turn this game into a dead landscape of rp'ers and low dps potatoes.
If every class and everyone can A/C then balancing is the same as if no one can.
SidewalkChalk5 wrote: »Alright, lets back this up. To apply your Stam cost and DoT removal you need the server to know that an animation was cancelled. But I guess that "strawman" was kinda useful... You know, because we have established that there are no animations server side. So your idea does not work. At all.
You... do understand that the client knows the animation was cancelled, so the client can communicate with the server to let it know, right? Try to grok the sequence of events: you cast a skill, the client sends a signal to server to charge you some resources and process the ability's effects, then you block to ani cancel, the client recognizes that you ani cancelled and sends a signal to the server to charge you an extra 500 stam (or whatever constitutes a sufficient deterrent) and remove any DOT from the ability that was just cancelled. Simple.
SidewalkChalk5 wrote: »starkerealm wrote: »Not in ESO. Here weaving light attacks and active abilities is expected behavior.
Yeah, now. But that's not why the mechanic was created by the engine's designers, though, was it? It was an exploit that became an officially sanctioned artificial skill gap between casuals and sweaties. And everybody knows this already, so what's your point, exactly? Ani canceling is supposed to be for defensive reactions, not for DPS.
Why was it never fixed? Because they couldn't. There probably just isn't enough time for a "cancel" signal from the client to reach the server before the damage calculation is already done. Too late. Can't fix that. The only real fix is to add a negative impact afterwards (like I suggested: a flat stam cost for each ani cancel, plus automatic purge of any DOT that gets cancelled) that ruins its effectiveness for DPS. If you paid an extra 500 stam each time you cancelled, good luck staying alive in any real content. If DOT's required the full animation to persist and keep ticking on the target, people would let the animations play out unless they needed to react. The game would look and function the way it was supposed to.
Why is it that way? Because no MMO in the world has managed to dynamically process animations for tenths and hundreds of players in the same place. You can do it in a fighting game or a 4v4 arena game but not in a MMO.
barney2525 wrote: »I am confused
If the article was written about Diablo 3 .....
who gives a carp?
Why is this an issue here, since I have not heard of any devs announcing that they are planning on changing AC ?
Why is this on ESO forums?
barney2525 wrote: »I am confused
If the article was written about Diablo 3 .....
who gives a carp?
Why is this an issue here, since I have not heard of any devs announcing that they are planning on changing AC ?
Why is this on ESO forums?
Because people are desperate and don’t want to put in any effort or practice to get better so they blame their failures on animation canceling. Even if it was changed then they would still be looking to change or nerf something else because they are just too lazy to learn game mechanics.
Thevampirenight wrote: »Well even if it was intended or not at the beginning doesn't matter but Zenimax decided to make it a feature. Likely do to the coding and maybe because they didn't see the harm.
Dusk_Coven wrote: »Thevampirenight wrote: »Well even if it was intended or not at the beginning doesn't matter but Zenimax decided to make it a feature. Likely do to the coding and maybe because they didn't see the harm.
This is starting to look like the story of ESO. All the :facepalm: things that have happened -- "we didn't see the harm" <.<
Like the Legion Zero "alliance" flags?