Spaceroamer wrote: »
I mean MMOs have been doing this for years, so. No?
Tommy_The_Gun 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...
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.
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
Tommy_The_Gun 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 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.
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 wrote: »the game shouldnt have to rely on a bug to have interesting combat
rager82b14_ESO wrote: »rager82b14_ESO 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.
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.
rager82b14_ESO wrote: »rager82b14_ESO 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.
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.
rager82b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO 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.
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
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.
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.
rager82b14_ESO 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?
rager82b14_ESO 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.
rager82b14_ESO 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.
StaticWave wrote: »rager82b14_ESO 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
rager82b14_ESO wrote: »StaticWave wrote: »rager82b14_ESO 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
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.
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.