Maintenance for the week of December 23:
· [COMPLETE] NA megaservers for maintenance – December 23, 4:00AM EST (9:00 UTC) - 9:00AM EST (14:00 UTC)
· [COMPLETE] EU megaservers for maintenance – December 23, 9:00 UTC (4:00AM EST) - 14:00 UTC (9:00AM EST)

Animation canceling - forum war

  • Aurielle
    Aurielle
    ✭✭✭✭✭
    ✭✭✭✭✭
    should stay
    Royaji wrote: »
    Lysette wrote: »
    You really think that double the amount of actions in the same time which is planned for just one action is no server stress?-

    More than that, it is planned that you will perform one GCD-bound action per 0.9 seconds. And no amount of animation cancelling can bypass that.

    People always fail to understand that you cannot bypass the GCD. It is impossible to chain three Snipes in under 0.9 seconds. Poor server performance and latency makes it feel like you get hit with three Snipes in one GCD sometimes, but that is not how it occurs on the attacker’s end. Server desyncs can occur in all online PVP games, including FPS games that have no such thing as animation cancelling.

    Look up “TTK vs TTD” on google if this is the only game you play and don’t believe me.
  • Royaji
    Royaji
    ✭✭✭✭✭
    ✭✭✭✭✭
    Royaji wrote: »
    Lysette wrote: »
    You really think that double the amount of actions in the same time which is planned for just one action is no server stress?-

    You really think that tracking a cast time and a cooldown for every skill every player is using is no server stress?
    .

    I mean MMOs have been doing this for years, so. No?

    Yes, MMOs designed by experienced developers who are not planning to perform most of the calculations client side where they can be altered by something as simple as Cheat Engine can do that.

    This is not the case with ESO. ZOS only has themselves to blame for failing to recognise the risks of transferring so many calculations to the client and their decision to solve the problem by hastily moving them all back to the server despite it not being designed for this kind of load.
  • BlueRaven
    BlueRaven
    ✭✭✭✭✭
    ✭✭✭✭✭
    ... Because if it will be gone, they will have to re-do & tone down all the game content. Completing vet DLC dungeons & trials (maybe even on normal lol) will be freaking impossible without AC...

    This is exactly the problem. Because pvp, dungeon, and trial combat is now balanced around AC you only get a few people using them.

    Last night at 8pm est (ish) only one Cyrodiil campaihad multiple bars, all the rest (including imperial city) had single bars. And it took until recently to get godslayer on a console. Why? Because the player base actually doing this content is so small.

    Eso combat is becoming heavily separated between those who utilize ac and those that don’t. Which means less people are going to utilize that content that depends upon that combat style. Which means less of the content will be produced.

    So really being pro ac right now will just get us new homes, furniture packs, and costumes. But less dungeons, trials, and pvp areas.

  • Lysette
    Lysette
    ✭✭✭✭✭
    ✭✭✭✭✭
    should go
    I give a damn about it actually - i just hate workarounds and "features", based on incompetent implementations. Well, and whining about performance issues, but then not wanting to give up anything what might cause this lag. You can't have it both ways.
    Edited by Lysette on February 28, 2020 12:26PM
  • Edziu
    Edziu
    ✭✭✭✭✭
    should stay
    Lysette wrote: »
    Royaji wrote: »
    Lysette wrote: »
    You really think that double the amount of actions in the same time which is planned for just one action is no server stress?-

    You really think that tracking a cast time and a cooldown for every skill every player is using is no server stress?

    More than that, it is planned that you will perform one GCD-bound action per 0.9 seconds. And no amount of animation cancelling can bypass that.

    See, i am programming since a long time and do parallel programming since a decade - a "timer" like it is required here is just a number, it is not ticking or anything, and to test it, is just a conditional jump after comparing 2 numbers (global system time and this "timer"). One of the cheapest operations on a CPU.

    and yet are so sure people want to get cast time/cooldown on every skill in this game like literally in every other game of which many people is already bored of their slow combat?

    we ahve what we have currently and most player like unique combat of ESO which is only here, i no any other game, we have it only here, in every other game you have slow peaced combat with cast times/colldowns on literally every skill

    do you also know people's psycholgy enough to admit it everyone here in this game would accept this way of combat system even if they like so much AC here? I very doubt in it
  • Lysette
    Lysette
    ✭✭✭✭✭
    ✭✭✭✭✭
    should go
    Edziu wrote: »
    Lysette wrote: »
    Royaji wrote: »
    Lysette wrote: »
    You really think that double the amount of actions in the same time which is planned for just one action is no server stress?-

    You really think that tracking a cast time and a cooldown for every skill every player is using is no server stress?

    More than that, it is planned that you will perform one GCD-bound action per 0.9 seconds. And no amount of animation cancelling can bypass that.

    See, i am programming since a long time and do parallel programming since a decade - a "timer" like it is required here is just a number, it is not ticking or anything, and to test it, is just a conditional jump after comparing 2 numbers (global system time and this "timer"). One of the cheapest operations on a CPU.

    and yet are so sure people want to get cast time/cooldown on every skill in this game like literally in every other game of which many people is already bored of their slow combat?

    we ahve what we have currently and most player like unique combat of ESO which is only here, i no any other game, we have it only here, in every other game you have slow peaced combat with cast times/colldowns on literally every skill

    do you also know people's psycholgy enough to admit it everyone here in this game would accept this way of combat system even if they like so much AC here? I very doubt in it

    Well, then keep it and stop whining about performance issues - but you don't,do you - so something has to go what you liked.
  • Royaji
    Royaji
    ✭✭✭✭✭
    ✭✭✭✭✭
    BlueRaven wrote: »
    ... Because if it will be gone, they will have to re-do & tone down all the game content. Completing vet DLC dungeons & trials (maybe even on normal lol) will be freaking impossible without AC...

    This is exactly the problem. Because pvp, dungeon, and trial combat is now balanced around AC you only get a few people using them.

    Last night at 8pm est (ish) only one Cyrodiil campaihad multiple bars, all the rest (including imperial city) had single bars. And it took until recently to get godslayer on a console. Why? Because the player base actually doing this content is so small.

    Eso combat is becoming heavily separated between those who utilize ac and those that don’t. Which means less people are going to utilize that content that depends upon that combat style. Which means less of the content will be produced.

    So really being pro ac right now will just get us new homes, furniture packs, and costumes. But less dungeons, trials, and pvp areas.

    You are aware that people are crashing in Cyrodiil every 20-30 minutes since the latest patch, yeah? Of course it's going to be half empty. This is not even talking about all of the other problems plaguing Cyro for the last year or so. You can't expect players to keep playing despite the company failing miserably to address long standing issues.

    And there will be more homes, furtniture pack and costumes anyway. We can't beat the casuals, no matter what we do. There is just more of them. It's kinda like a zerg in Cyro. ZOS is here to milk the casual playerbase and they are pretty good at it. I have very little doubt that "we are killing it" was a true statement. "Killing it" at milking, not making a good game, though.

    typo

    Edited by Royaji on February 28, 2020 12:34PM
  • Edziu
    Edziu
    ✭✭✭✭✭
    should stay
    Lysette wrote: »
    Edziu wrote: »
    Lysette wrote: »
    Royaji wrote: »
    Lysette wrote: »
    You really think that double the amount of actions in the same time which is planned for just one action is no server stress?-

    You really think that tracking a cast time and a cooldown for every skill every player is using is no server stress?

    More than that, it is planned that you will perform one GCD-bound action per 0.9 seconds. And no amount of animation cancelling can bypass that.

    See, i am programming since a long time and do parallel programming since a decade - a "timer" like it is required here is just a number, it is not ticking or anything, and to test it, is just a conditional jump after comparing 2 numbers (global system time and this "timer"). One of the cheapest operations on a CPU.

    and yet are so sure people want to get cast time/cooldown on every skill in this game like literally in every other game of which many people is already bored of their slow combat?

    we ahve what we have currently and most player like unique combat of ESO which is only here, i no any other game, we have it only here, in every other game you have slow peaced combat with cast times/colldowns on literally every skill

    do you also know people's psycholgy enough to admit it everyone here in this game would accept this way of combat system even if they like so much AC here? I very doubt in it

    Well, then keep it and stop whining about performance issues - but you don't,do you - so something has to go what you liked.

    or just design game performance properly without unecessary codes in programming?
    I have experienced mmos witch much more details, small deatails, with tons of people in 1 place and get no lag

    my friend who also knows about what is programming..what he experienced in ESO he just claimed ESO have to much unecessary coding which is so slowing game performance, to much unecessary calculations which ZOS could get rid of them without problem but only if they written them all from 0 because this is to much implicated because of to much unecessary calculations
  • Nemesis7884
    Nemesis7884
    ✭✭✭✭✭
    ✭✭✭✭✭
    should go
    the game shouldnt have to rely on a bug to have interesting combat
  • heaven13
    heaven13
    ✭✭✭✭✭
    ✭✭✭
    Saying animation canceling is a glitch is like saying Fleming discovering penicillin is a glitch. Neither were intended, but rather side consequences of the main work that were then embraced for their usefulness.

    Unless you think we should get rid of penicillin too?
    PC/NA
    Mountain God | Leave No Bone Unbroken | Apex Predator | Pure Lunacy | Depths Defier | No Rest for the Wicked | In Defiance of Death
    Defanged the Devourer | Nature's Wrath | Relentless Raider | True Genius | Bane of Thorns | Subterranean Smasher | Ardent Bibliophile

    vAA HM | vHRC HM | vSO HM | vDSA | vMoL HM | vHoF HM | vAS+2 | vCR+2 | vBRP | vSS HM | vKA | vRG
    Meet my characters :
    IT DOESN'T MATTER BECAUSE THEY'RE ALL THE SAME NOW, THANKS ZOS
  • Lysette
    Lysette
    ✭✭✭✭✭
    ✭✭✭✭✭
    should go
    Edziu wrote: »
    Lysette wrote: »
    Edziu wrote: »
    Lysette wrote: »
    Royaji wrote: »
    Lysette wrote: »
    You really think that double the amount of actions in the same time which is planned for just one action is no server stress?-

    You really think that tracking a cast time and a cooldown for every skill every player is using is no server stress?

    More than that, it is planned that you will perform one GCD-bound action per 0.9 seconds. And no amount of animation cancelling can bypass that.

    See, i am programming since a long time and do parallel programming since a decade - a "timer" like it is required here is just a number, it is not ticking or anything, and to test it, is just a conditional jump after comparing 2 numbers (global system time and this "timer"). One of the cheapest operations on a CPU.

    and yet are so sure people want to get cast time/cooldown on every skill in this game like literally in every other game of which many people is already bored of their slow combat?

    we ahve what we have currently and most player like unique combat of ESO which is only here, i no any other game, we have it only here, in every other game you have slow peaced combat with cast times/colldowns on literally every skill

    do you also know people's psycholgy enough to admit it everyone here in this game would accept this way of combat system even if they like so much AC here? I very doubt in it

    Well, then keep it and stop whining about performance issues - but you don't,do you - so something has to go what you liked.

    or just design game performance properly without unecessary codes in programming?
    I have experienced mmos witch much more details, small deatails, with tons of people in 1 place and get no lag

    my friend who also knows about what is programming..what he experienced in ESO he just claimed ESO have to much unecessary coding which is so slowing game performance, to much unecessary calculations which ZOS could get rid of them without problem but only if they written them all from 0 because this is to much implicated because of to much unecessary calculations

    What expertise can you expect from a company who designed a client-server architecture and ignored the basic rule to never trust the client side - they break the most basic rules of programming sometimes, much like an amateur, who doesn't know better. And the funniest of all is that their sibling company Bethesda Softworks Studio repeated the same mistake with Fallout 76 - even they had some kind of cooperation in this (at least Todd Howard claimed this). It is perfectly possible that they do as well other things in an unusual and inefficient way.
  • Aurielle
    Aurielle
    ✭✭✭✭✭
    ✭✭✭✭✭
    should stay
    the game shouldnt have to rely on a bug to have interesting combat

    Oh my God. It’s not a bug.

    ESO was designed from the ground up with active/reactive combat in mind. The developers WANTED players to be able to block, dodge, and light attack ON DEMAND, unlike in other MMOs where all of that happens passively. In other MMOs, you rely on block percent chance to passively block. You rely on dodge percent chance to passively dodge. You rely on auto attacks to passively deal light damage with your weapon between skills on a set timer. You have no control over those things. In order to have control over dodging, blocking, and (to a lesser extent) light attacks, it is necessary for those abilities to have different animation priorities.

    What the developers did not anticipate was players consistently weaving light attacks between abilities and using barswap to cancel the tail end/recovery sequence of slightly longer animations that extended past the 0.9 GCD. That is not a bug. That is players using an intended animation priority system in an unanticipated way. A bug is an unintended problem with the code.
  • Royaji
    Royaji
    ✭✭✭✭✭
    ✭✭✭✭✭
    Lysette wrote: »
    The sucky thing about it is. All that feedback we gave, all that testing we done. For them to straight up give up on fixing it. That was the biggest blow to the game.

    When they started to balance the game around it. We knew it would end up bad.


    Now look at the game, and the mess the combat is in. Now classes all feel the same, because you cancel the animation. PVP looks janky as F and they remove passive toggles for weapon attacks.


    I dislike Wrobel. He was wishy washy. Do you know how bad it looks to say a glitch fixed your combat?

    Yeah, I even forgot his name - lol. I said this years ago already, that his combat system will lead to increasing lag over time and here we are. I see his biggest mistakes in creating too many AoE spammables and do nothing which would encourage to not create zergs.

    The sad thing is, back in them days most of the playerbase wanted it gone. Because they saw what the combat could be. We would have players saying. How can we react to players skills if we don't see the darn skills they casting to react too? Making good interrupting choices.

    This again?

    You can't react to instant cast skill regardless if see the animation or not. By the time animation is playing for you client-side the action was already resolved on the server. If you want to interrupt a cast time skill you can still do it to this day and you can't cancel the animation of a cast time skill.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    should stay
    LOL. Besides being a thread that has a clear intent to rile up the masses I do like how the initiates the poll and discussion with an obviously false statement. Zos has blessed it which means there is no possible way it could be an exploit. Just speaking facts here. I am sure the thread will provide some good entertainment.
  • Edziu
    Edziu
    ✭✭✭✭✭
    should stay
    Lysette wrote: »
    Edziu wrote: »
    Lysette wrote: »
    Edziu wrote: »
    Lysette wrote: »
    Royaji wrote: »
    Lysette wrote: »
    You really think that double the amount of actions in the same time which is planned for just one action is no server stress?-

    You really think that tracking a cast time and a cooldown for every skill every player is using is no server stress?

    More than that, it is planned that you will perform one GCD-bound action per 0.9 seconds. And no amount of animation cancelling can bypass that.

    See, i am programming since a long time and do parallel programming since a decade - a "timer" like it is required here is just a number, it is not ticking or anything, and to test it, is just a conditional jump after comparing 2 numbers (global system time and this "timer"). One of the cheapest operations on a CPU.

    and yet are so sure people want to get cast time/cooldown on every skill in this game like literally in every other game of which many people is already bored of their slow combat?

    we ahve what we have currently and most player like unique combat of ESO which is only here, i no any other game, we have it only here, in every other game you have slow peaced combat with cast times/colldowns on literally every skill

    do you also know people's psycholgy enough to admit it everyone here in this game would accept this way of combat system even if they like so much AC here? I very doubt in it

    Well, then keep it and stop whining about performance issues - but you don't,do you - so something has to go what you liked.

    or just design game performance properly without unecessary codes in programming?
    I have experienced mmos witch much more details, small deatails, with tons of people in 1 place and get no lag

    my friend who also knows about what is programming..what he experienced in ESO he just claimed ESO have to much unecessary coding which is so slowing game performance, to much unecessary calculations which ZOS could get rid of them without problem but only if they written them all from 0 because this is to much implicated because of to much unecessary calculations

    What expertise can you expect from a company who designed a client-server architecture and ignored the basic rule to never trust the client side - they break the most basic rules of programming sometimes, much like an amateur, who doesn't know better. And the funniest of all is that their sibling company Bethesda Softworks Studio repeated the same mistake with Fallout 76 - even they had some kind of cooperation in this (at least Todd Howard claimed this). It is perfectly possible that they do as well other things in an unusual and inefficient way.

    so if this is so well known...then why after all ignoring it only to put full blame on single mechanic in this game which is not casing this problem so much? same was ignored thing about stacking zergs and spamming abilities with many effects just to say this is not affecting servers tham much as AC form single players in few places
  • rager82b14_ESO
    rager82b14_ESO
    ✭✭✭✭✭
    should go
    Royaji wrote: »
    Lysette wrote: »
    The sucky thing about it is. All that feedback we gave, all that testing we done. For them to straight up give up on fixing it. That was the biggest blow to the game.

    When they started to balance the game around it. We knew it would end up bad.


    Now look at the game, and the mess the combat is in. Now classes all feel the same, because you cancel the animation. PVP looks janky as F and they remove passive toggles for weapon attacks.


    I dislike Wrobel. He was wishy washy. Do you know how bad it looks to say a glitch fixed your combat?

    Yeah, I even forgot his name - lol. I said this years ago already, that his combat system will lead to increasing lag over time and here we are. I see his biggest mistakes in creating too many AoE spammables and do nothing which would encourage to not create zergs.

    The sad thing is, back in them days most of the playerbase wanted it gone. Because they saw what the combat could be. We would have players saying. How can we react to players skills if we don't see the darn skills they casting to react too? Making good interrupting choices.

    This again?

    You can't react to instant cast skill regardless if see the animation or not. By the time animation is playing for you client-side the action was already resolved on the server. If you want to interrupt a cast time skill you can still do it to this day and you can't cancel the animation of a cast time skill.

    You missed the point of what I was saying at all. The instant cast, and damage was the problem with the combat. Animations and how the spells react. The instant cast stuff. Players wanted to be able to stop it. They wanted the damage to go out after some of the spell animations was going off. They could not do it. The combat has changed a few times, but one thing has not changed. The animations should also be a factor besides just the gcd.


    We gave up on instant cast and understood why it could not be done. It could not be counter. However, what we did not give up on is animation and skills being balance around said animation. Now that we can skip it all. The skills all feel the same.
    Edited by rager82b14_ESO on February 28, 2020 12:54PM
  • Jaxaxo
    Jaxaxo
    ✭✭✭✭
    should stay
    idk wrote: »
    LOL. Besides being a thread that has a clear intent to rile up the masses I do like how the initiates the poll and discussion with an obviously false statement. Zos has blessed it which means there is no possible way it could be an exploit. Just speaking facts here. I am sure the thread will provide some good entertainment.

    Cmon, it's meme. MEME. Same like ppl claiming AC is exploit xd
    Forum War - pro AC side

    EU PC Azura Star/Sotha Sil/Bahlokdaan/Ravenwatch
    Triggered Tryhards / Aetherius Art / LND / DC-PD

    DC - Frostitute magden
    AD - Pees-under-Trees magden
    DC - Lemme Dark Deal stamsorc
    EP - Lemme Dark Déal stamsorc
    Youtube
  • Royaji
    Royaji
    ✭✭✭✭✭
    ✭✭✭✭✭
    Royaji wrote: »
    Lysette wrote: »
    The sucky thing about it is. All that feedback we gave, all that testing we done. For them to straight up give up on fixing it. That was the biggest blow to the game.

    When they started to balance the game around it. We knew it would end up bad.


    Now look at the game, and the mess the combat is in. Now classes all feel the same, because you cancel the animation. PVP looks janky as F and they remove passive toggles for weapon attacks.


    I dislike Wrobel. He was wishy washy. Do you know how bad it looks to say a glitch fixed your combat?

    Yeah, I even forgot his name - lol. I said this years ago already, that his combat system will lead to increasing lag over time and here we are. I see his biggest mistakes in creating too many AoE spammables and do nothing which would encourage to not create zergs.

    The sad thing is, back in them days most of the playerbase wanted it gone. Because they saw what the combat could be. We would have players saying. How can we react to players skills if we don't see the darn skills they casting to react too? Making good interrupting choices.

    This again?

    You can't react to instant cast skill regardless if see the animation or not. By the time animation is playing for you client-side the action was already resolved on the server. If you want to interrupt a cast time skill you can still do it to this day and you can't cancel the animation of a cast time skill.

    You missed the point of what I was saying at all. The instant cast, and damage was the problem with the combat. Animations and how the spells react. The instant cast stuff. Players wanted to be able to stop it. They wanted the damage to go out after some of the spell animations was going off. They could not do it. The combat has changed a few times, but one thing has not changed. The animations should also be a factor besides just the gcd.

    So you are on the "cast time on every single skill" camp? Got you. In this case I will just agree to disagree.
  • rager82b14_ESO
    rager82b14_ESO
    ✭✭✭✭✭
    should go
    Royaji wrote: »

    So you are on the "cast time on every single skill" camp? Got you. In this case I will just agree to disagree.

    Im not saying that, I was explaing what players wanted back in the beta.


    What I want, I don't mind the instant cast, but I think your animations for them should play through all the way. That is it. balance the spells damage by the animations. Add some choices on what to cast and when. With that comment, I was just trying to explain how much the playerbase has changed over the years on what they wanted out of the combat.


    Edited by rager82b14_ESO on February 28, 2020 12:58PM
  • BNOC
    BNOC
    ✭✭✭✭✭
    should stay
    Too many roleplayers talking about animations and what their character does and doesn’t do.

    Who in their right mind is that slow, that they are even able to pay attention to animations?

    PvPers and PvErs are clearly not, they’re too busy paying attention to things that matter.

    vMSA - Magplar - Xbox EU - 15/11/16
    578,000 - 36 Minutes 58 Seconds (Top 2 World?)

    vMSA - Magplar - Xbox NA
    569,000 - 40 minutes (350CP, Non optimised runs)
  • Lysette
    Lysette
    ✭✭✭✭✭
    ✭✭✭✭✭
    should go
    Edziu wrote: »
    Lysette wrote: »
    Edziu wrote: »
    Lysette wrote: »
    Edziu wrote: »
    Lysette wrote: »
    Royaji wrote: »
    Lysette wrote: »
    You really think that double the amount of actions in the same time which is planned for just one action is no server stress?-

    You really think that tracking a cast time and a cooldown for every skill every player is using is no server stress?

    More than that, it is planned that you will perform one GCD-bound action per 0.9 seconds. And no amount of animation cancelling can bypass that.

    See, i am programming since a long time and do parallel programming since a decade - a "timer" like it is required here is just a number, it is not ticking or anything, and to test it, is just a conditional jump after comparing 2 numbers (global system time and this "timer"). One of the cheapest operations on a CPU.

    and yet are so sure people want to get cast time/cooldown on every skill in this game like literally in every other game of which many people is already bored of their slow combat?

    we ahve what we have currently and most player like unique combat of ESO which is only here, i no any other game, we have it only here, in every other game you have slow peaced combat with cast times/colldowns on literally every skill

    do you also know people's psycholgy enough to admit it everyone here in this game would accept this way of combat system even if they like so much AC here? I very doubt in it

    Well, then keep it and stop whining about performance issues - but you don't,do you - so something has to go what you liked.

    or just design game performance properly without unecessary codes in programming?
    I have experienced mmos witch much more details, small deatails, with tons of people in 1 place and get no lag

    my friend who also knows about what is programming..what he experienced in ESO he just claimed ESO have to much unecessary coding which is so slowing game performance, to much unecessary calculations which ZOS could get rid of them without problem but only if they written them all from 0 because this is to much implicated because of to much unecessary calculations

    What expertise can you expect from a company who designed a client-server architecture and ignored the basic rule to never trust the client side - they break the most basic rules of programming sometimes, much like an amateur, who doesn't know better. And the funniest of all is that their sibling company Bethesda Softworks Studio repeated the same mistake with Fallout 76 - even they had some kind of cooperation in this (at least Todd Howard claimed this). It is perfectly possible that they do as well other things in an unusual and inefficient way.

    so if this is so well known...then why after all ignoring it only to put full blame on single mechanic in this game which is not casing this problem so much? same was ignored thing about stacking zergs and spamming abilities with many effects just to say this is not affecting servers tham much as AC form single players in few places

    I was referring to doing game relevant calculations on client machines instead of the server - this is a no-go, but ZOS and as well bGS did that in the beginning. This is one of the most basic rules to not do that, and still they did it. So there was simply not much of an expertise in designing something like this in the first place - which lead to promises when advertising the game, which couldn't be kept without to introduce botters and cheaters to the game, which in consequence would have ruined the game, if zOS wouldn't have changed it - but one of the consequences is, that the game cannot support that many players in Cyro as expected - and therefore to increase performance all these things, which contribute to server stress the most have to be hammered out - otherwise you guys will never see an acceptable performance in Cyro.
  • LuxLunae
    LuxLunae
    ✭✭✭✭✭
    try animation cancelling on a dummy with a stamplar and watch that shet lag up....

  • rager82b14_ESO
    rager82b14_ESO
    ✭✭✭✭✭
    should go
    BNOC wrote: »
    Too many roleplayers talking about animations and what their character does and doesn’t do.

    Who in their right mind is that slow, that they are even able to pay attention to animations?

    PvPers and PvErs are clearly not, they’re too busy paying attention to things that matter.

    This is some leap in logic. What does role players have to do with it? Animations matter in balancing and combat choices being made. To be able to skip the animations takes away thinking and choices in combat. Turning the combat into a kiddy game.

    We want the combat to be harder, and have choices. The combat has turned into a unskilled needed fest.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    should stay
    Lysette wrote: »
    Edziu wrote: »
    Lysette wrote: »
    Edziu wrote: »
    Lysette wrote: »
    Royaji wrote: »
    Lysette wrote: »
    You really think that double the amount of actions in the same time which is planned for just one action is no server stress?-

    You really think that tracking a cast time and a cooldown for every skill every player is using is no server stress?

    More than that, it is planned that you will perform one GCD-bound action per 0.9 seconds. And no amount of animation cancelling can bypass that.

    See, i am programming since a long time and do parallel programming since a decade - a "timer" like it is required here is just a number, it is not ticking or anything, and to test it, is just a conditional jump after comparing 2 numbers (global system time and this "timer"). One of the cheapest operations on a CPU.

    and yet are so sure people want to get cast time/cooldown on every skill in this game like literally in every other game of which many people is already bored of their slow combat?

    we ahve what we have currently and most player like unique combat of ESO which is only here, i no any other game, we have it only here, in every other game you have slow peaced combat with cast times/colldowns on literally every skill

    do you also know people's psycholgy enough to admit it everyone here in this game would accept this way of combat system even if they like so much AC here? I very doubt in it

    Well, then keep it and stop whining about performance issues - but you don't,do you - so something has to go what you liked.

    or just design game performance properly without unecessary codes in programming?
    I have experienced mmos witch much more details, small deatails, with tons of people in 1 place and get no lag

    my friend who also knows about what is programming..what he experienced in ESO he just claimed ESO have to much unecessary coding which is so slowing game performance, to much unecessary calculations which ZOS could get rid of them without problem but only if they written them all from 0 because this is to much implicated because of to much unecessary calculations

    What expertise can you expect from a company who designed a client-server architecture and ignored the basic rule to never trust the client side - they break the most basic rules of programming sometimes, much like an amateur, who doesn't know better. And the funniest of all is that their sibling company Bethesda Softworks Studio repeated the same mistake with Fallout 76 - even they had some kind of cooperation in this (at least Todd Howard claimed this). It is perfectly possible that they do as well other things in an unusual and inefficient way.

    I can only assume you are talking about trusted-client with your armchair programers' expertise. Zos moved away from the trusted client years ago. Let's avoid ESO ancient history.
  • StaticWave
    StaticWave
    ✭✭✭✭✭
    ✭✭✭
    should stay
    The sucky thing about it is. All that feedback we gave, all that testing we done. For them to straight up give up on fixing it. That was the biggest blow to the game.

    When they started to balance the game around it. We knew it would end up bad.


    Now look at the game, and the mess the combat is in. Now classes all feel the same, because you cancel the animation. PVP looks janky as F and they remove passive toggles for weapon attacks.


    I dislike Wrobel. He was wishy washy. Do you know how bad it looks to say a glitch fixed your combat?

    Uhmm what? Classes feel the same not because you animation cancel. They feel the same because literally every good weapon skill line has been nerfed to the point of uselessness. There are patches where ZOS stated that they buffed certain classes to allow a tank/healer playstyle on every class, aka standardization. See this is the reason why people like you need to actually be heavily modded before making any misinformed comments on balance issues. Idc if my comment gets removed, but you have absolutely zero knowledge of the game, and I sincerely feel sorry for people who take you seriously :neutral:
    Edited by StaticWave on February 28, 2020 1:10PM
    Platform:
    PC NA

    Main:
    Static Wave - AD stamsorc

  • MCBIZZLE300
    MCBIZZLE300
    ✭✭✭✭✭
    should stay
    Royaji wrote: »

    So you are on the "cast time on every single skill" camp? Got you. In this case I will just agree to disagree.

    Im not saying that, I was explaing what players wanted back in the beta.


    What I want, I don't mind the instant cast, but I think your animations for them should play through all the way. That is it. balance the spells damage by the animations. Add some choices on what to cast and when. With that comment, I was just trying to explain how much the playerbase has changed over the years on what they wanted out of the combat.


    Playing the full animation is the same as having a cast time. Like dawnbreaker and onslaught, they require the full animation now and feel awful to use because of it.
  • MCBIZZLE300
    MCBIZZLE300
    ✭✭✭✭✭
    should stay
    BNOC wrote: »
    Too many roleplayers talking about animations and what their character does and doesn’t do.

    Who in their right mind is that slow, that they are even able to pay attention to animations?

    PvPers and PvErs are clearly not, they’re too busy paying attention to things that matter.

    This is some leap in logic. What does role players have to do with it? Animations matter in balancing and combat choices being made. To be able to skip the animations takes away thinking and choices in combat. Turning the combat into a kiddy game.

    We want the combat to be harder, and have choices. The combat has turned into a unskilled needed fest.

    We want combat to be fast and fun which is what it is now. IMO it takes skill and muscle memory to use animation cancelling to its full potential. It's literally why I play this game at all. So many people would leave if they removed it.
  • rager82b14_ESO
    rager82b14_ESO
    ✭✭✭✭✭
    should go
    StaticWave wrote: »
    The sucky thing about it is. All that feedback we gave, all that testing we done. For them to straight up give up on fixing it. That was the biggest blow to the game.

    When they started to balance the game around it. We knew it would end up bad.


    Now look at the game, and the mess the combat is in. Now classes all feel the same, because you cancel the animation. PVP looks janky as F and they remove passive toggles for weapon attacks.


    I dislike Wrobel. He was wishy washy. Do you know how bad it looks to say a glitch fixed your combat?

    Uhmm what? Classes feel the same not because you animation cancel. They feel the same because literally every good weapon skill line has been nerfed to the point of uselessness. See this is the reason why people like you need to actually be heavily modded before making any balancing comments. Idc if my comment gets removed, but you have absolutely zero knowledge of the game, and I sincerely feel sorry for people who take you seriously :neutral:

    Oh ya, it has nothing to do with animations all being bypass. *rolls eyes* a reason why animations matter in most games.

    Heavily modded? Because I keep proving you wrong, and you want me to hush? I'm sorry that you disagree with me, and I keep debating and showing you are wrong, but that comment I made was base off my two cents. A skill being used that does damage, bypassing the animation on one class, doing another skill on another class ooo cancel that animation also. Animations are part of what makes a class a class to MEEEEEE.


    I mean you keep saying you want me modded just because you don't agree with me, I'm sorry I keep fact checking you. I've not been rude.
    Edited by rager82b14_ESO on February 28, 2020 1:10PM
  • MCBIZZLE300
    MCBIZZLE300
    ✭✭✭✭✭
    should stay
    StaticWave wrote: »
    The sucky thing about it is. All that feedback we gave, all that testing we done. For them to straight up give up on fixing it. That was the biggest blow to the game.

    When they started to balance the game around it. We knew it would end up bad.


    Now look at the game, and the mess the combat is in. Now classes all feel the same, because you cancel the animation. PVP looks janky as F and they remove passive toggles for weapon attacks.


    I dislike Wrobel. He was wishy washy. Do you know how bad it looks to say a glitch fixed your combat?

    Uhmm what? Classes feel the same not because you animation cancel. They feel the same because literally every good weapon skill line has been nerfed to the point of uselessness. See this is the reason why people like you need to actually be heavily modded before making any balancing comments. Idc if my comment gets removed, but you have absolutely zero knowledge of the game, and I sincerely feel sorry for people who take you seriously :neutral:

    Oh ya, it has nothing to do with animations all being bypass. *rolls eyes* a reason why animations matter in most games.

    Heavily modded? Because I keep proving you wrong, and you want me to hush? I'm sorry that you disagree with me, and I keep debating and showing you are wrong, but that comment I made was base off my two cents. A skill being used that does damage, bypassing the animation on one class, doing the same on another class feels empty. Animations are part of what makes a class a class to MEEEEEE.


    I mean you keep saying you want me modded just because you don't agree with me, I'm sorry I keep fact checking you. I've not been rude.

    just play the game and dont animation cancel if you don't like it, its so simple.
  • Lysette
    Lysette
    ✭✭✭✭✭
    ✭✭✭✭✭
    should go
    idk wrote: »
    Lysette wrote: »
    Edziu wrote: »
    Lysette wrote: »
    Edziu wrote: »
    Lysette wrote: »
    Royaji wrote: »
    Lysette wrote: »
    You really think that double the amount of actions in the same time which is planned for just one action is no server stress?-

    You really think that tracking a cast time and a cooldown for every skill every player is using is no server stress?

    More than that, it is planned that you will perform one GCD-bound action per 0.9 seconds. And no amount of animation cancelling can bypass that.

    See, i am programming since a long time and do parallel programming since a decade - a "timer" like it is required here is just a number, it is not ticking or anything, and to test it, is just a conditional jump after comparing 2 numbers (global system time and this "timer"). One of the cheapest operations on a CPU.

    and yet are so sure people want to get cast time/cooldown on every skill in this game like literally in every other game of which many people is already bored of their slow combat?

    we ahve what we have currently and most player like unique combat of ESO which is only here, i no any other game, we have it only here, in every other game you have slow peaced combat with cast times/colldowns on literally every skill

    do you also know people's psycholgy enough to admit it everyone here in this game would accept this way of combat system even if they like so much AC here? I very doubt in it

    Well, then keep it and stop whining about performance issues - but you don't,do you - so something has to go what you liked.

    or just design game performance properly without unecessary codes in programming?
    I have experienced mmos witch much more details, small deatails, with tons of people in 1 place and get no lag

    my friend who also knows about what is programming..what he experienced in ESO he just claimed ESO have to much unecessary coding which is so slowing game performance, to much unecessary calculations which ZOS could get rid of them without problem but only if they written them all from 0 because this is to much implicated because of to much unecessary calculations

    What expertise can you expect from a company who designed a client-server architecture and ignored the basic rule to never trust the client side - they break the most basic rules of programming sometimes, much like an amateur, who doesn't know better. And the funniest of all is that their sibling company Bethesda Softworks Studio repeated the same mistake with Fallout 76 - even they had some kind of cooperation in this (at least Todd Howard claimed this). It is perfectly possible that they do as well other things in an unusual and inefficient way.

    I can only assume you are talking about trusted-client with your armchair programers' expertise. Zos moved away from the trusted client years ago. Let's avoid ESO ancient history.

    Yeah they did - after the game got hurt - but they didn't bother to tell BGS that this isn't a good idea - and that is their sibling company and Todd Howard claimed to have cooperated with them in regards to MMO design. But this is such a basic rule and ignoring that shows that they had not much of an expertise in creating the game in the first place - and due to that they made claims which they cannot support in the long run - like how many players can be on a battle field without lag. This is all based on ignoring a basic rule in client-server architecture, something which should never happen. That they thought, it would be a good idea to just ignore it, even decades of client-server applications showed, that this a really bad idea, is what i call out.

    Edited by Lysette on February 28, 2020 1:12PM
This discussion has been closed.