rager82b14_ESO wrote: »rager82b14_ESO wrote: »The only reason why you guys are in a uproar about this because you know change is in the air. You feel it is coming.
We got the ultimate changed.
We got blocking changed.
AC is just a matter of time.
if it happens, gl complating literally any vet for average ESO player without completely also reworking this content along with its mechanics xD
you want to get rid of "basic" of combat system without admiting to this overall combat, mechanics in this game so
Oh im sure some growing pains will happen and some things will get rebalance, but it is coming.
That unease you pro AC are feeling. You know it in your hearts that at last..We are slowly fixing this exploit.
ye, they are fixing their game from actualy competent players, gameplay
if they are going way you are describing..they are just going to make ESO like every other mmo game - so nothing special
just players who have escaped from other failing mmo's to ESO they will go back from ESO to other mmo's
gl finding mates for actual content unless they will remove also content along with experienced players, then ESO will be noting better than full RP game, just like minecraft or roblox where you dont need to do anything to get everything for your RP
rager82b14_ESO wrote: »StaticWave wrote: »No I don’t agree with you because you’re saying a bunch of bullcrap, possibly even made that up to push your agenda. There are literally dozens of forum posts complaining about how sick people are of SEEING THE SAME DIZZYING SKILL USED BY EVERY STAMINA CLASS. There’re posts complaining about Dks losing tank identity because certain aspects of the class were nerfed, or as a result of standardization. It’s actually sad that you made that crap up to push your agenda. It’s even sadder if you were actually being serious. That’s why people like you need to be modded. You’re a plague for new players and I wish they do not see your comment
This is some next level hissy fit right here.
You are upset, and want me modded just because we don't agree on it?
I already said what makes a class a class is the animations of said skills. At the end of the day, you hit a skill and a action happens. Damage or whatever happens. How that skill looks reflects on the class style.
Are you really going to argue with me over my perspective and i'm wrong on that? Listen, buddy...that is not very nice. I made it clear on this being just my two cents, and I've said this. I also said by developers own words that AC was a glitch, they they pick to support. I've said nothing wrong.
relentless_turnip wrote: »darthgummibear_ESO wrote: »Olupajmibanan wrote: »Even game itself encourages you to cancel animations of light attacks with a spell, therefore animation cancelling is an officialy approved feature.
More like "We don't want to put the work in to fix the problem so we're just going to run with it"
Or you could just learn to press more than one button?! I know pressing buttons is hard, are you going to be ok?
Or you could just learn to appreciate an animation and let it play out without having to try and cancel it for MaX EfFeCt. I understand you guys have a short attention span so it might be pretty hard, but the animations are neat!
No one forces u to cancel YOUR animations, u can even watch them closely from first person perspective. The problem for us is taking the fluidity and responiveness of game. Imagine pvping, seeing incoming stunning projectile. But because u're ni animation u can just watch it coming. And get stunned. Cuz u couldnt stop your animation and block fast enough.
I don't think most people, who want it gone, are saying that they think the game should be slow and unresponsive; especially defensively speaking.
The main complaint is having to add it to a rotation, as a matter of course, for DPS (and/or other) reasons.
No one wants a situation where you can't dodge, or block, immediately.
rager82b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »The only reason why you guys are in a uproar about this because you know change is in the air. You feel it is coming.
We got the ultimate changed.
We got blocking changed.
AC is just a matter of time.
if it happens, gl complating literally any vet for average ESO player without completely also reworking this content along with its mechanics xD
you want to get rid of "basic" of combat system without admiting to this overall combat, mechanics in this game so
Oh im sure some growing pains will happen and some things will get rebalance, but it is coming.
That unease you pro AC are feeling. You know it in your hearts that at last..We are slowly fixing this exploit.
ye, they are fixing their game from actualy competent players, gameplay
if they are going way you are describing..they are just going to make ESO like every other mmo game - so nothing special
just players who have escaped from other failing mmo's to ESO they will go back from ESO to other mmo's
gl finding mates for actual content unless they will remove also content along with experienced players, then ESO will be noting better than full RP game, just like minecraft or roblox where you dont need to do anything to get everything for your RP
I'm sorry but what?
GW2 combat is better than ESO. We just like ESO content and updates better.
Are you saying that GW2 combat is slow? They have very little AC. Yet that combat is crazy fast and fun.
ESO combat is its weakest point for many players. I mean it requires very little skill, and no choices being made in said combat.
InvitationNotFound 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.
So your claim is that animation canceling, which is performed on the client, adds stress to the server because there might be an additional light attack between skills that are already on a global cooldown.
Sorry, but this is Nonsense.
Having to calculate twice the amount of actions in the same time segment, that is meant for just one, is certainly contributing to the lag - how much depends - it might not be 100% more, but it certainly contributes especially when other things stack on top of it - like zerging and stacked AoE effects. It is partly the combat system and partly player behavior which is causing it.
StaticWave wrote: »
“It’s a glitch”
“It’s a glitch”
“gLitChHhH”
You have zero argument and contributed nothing worth of value for this discussion. It’s not just me who are sick of you. It’s literally everyone who argued with you lmfao. You’re like a flat Earther, seriously...
Olupajmibanan wrote: »Animation canceling "is a feature".
Like they said its a unintended mehanic. They realized it will take a loooong to fix, so they left it, called "its a feature" and balanced the game around it.
My answer (since its not available):
1. Animation canceling looks stupid. (Characters hands wont even move and he does damage, something like perfect blocking timing is impossible, also because of lag).
2. By removing animation canceling, game becomes beginner friendly, but not challenging in endgame.
3. By removing animation canceling game will gave to get rebalanced. DPS will drop, in PVP nobody will die (can be changed globaly by Battle Spirit).
My solution:
Remove animation canceling part by part so veterans wont quit.
Speed up animations, so it wont affect so much DPS.
Keep LA weaving.
LA weaving is animation cancelling like every else. You cancel animation of a light attack with a skill.
MCBIZZLE300 wrote: »Spaceroamer wrote: »MCBIZZLE300 wrote: »rager82b14_ESO wrote: »MCBIZZLE300 wrote: »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.
just play the game and dont animation cancel if you don't like it, its so simple.
We have been doing that, and the game got balance around it..the classes now are dull. The game is in a worst state.
Enough is enough. We tried it for years, we got a new blood with the combat team. We need this exploit fix. and to turn this wreck of a combat around to what it was going to be.
The combat is the best thing about this game, your talking as if everyone agrees with your point of view when many strongly dissagree. Theres a reason why eso is so popular and has GAINED players. I doubt its because people try the game and think, ''well the combats awful ill carry on playing''.
How are you getting that information, what if they’re into the game for the story or role playing content?
What about the casuals who play?
The game doesn’t force you to animation cancel. Most other the aforementioned players wouldn’t even know about it.
If you're only there for the story or role playing go play skyrim, its much better for both of those aspects.
InvitationNotFound 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.
So your claim is that animation canceling, which is performed on the client, adds stress to the server because there might be an additional light attack between skills that are already on a global cooldown.
Sorry, but this is Nonsense.
Having to calculate twice the amount of actions in the same time segment, that is meant for just one, is certainly contributing to the lag - how much depends - it might not be 100% more, but it certainly contributes especially when other things stack on top of it - like zerging and stacked AoE effects. It is partly the combat system and partly player behavior which is causing it.
This is a fallacy. The time required for a basic attack is depending with how long we hold down the button which is the intended design since launch. The time required for a skill is governed by the GCD.
Anything beyond that is merely a desync between the client and the server.
Boiling it down to the basics, the server controls what we can do and there is no way for a player to exceed those server rules. That means there is no way to get twice the actions as is intended.
rager82b14_ESO wrote: »StaticWave wrote: »
“It’s a glitch”
“It’s a glitch”
“gLitChHhH”
You have zero argument and contributed nothing worth of value for this discussion. It’s not just me who are sick of you. It’s literally everyone who argued with you lmfao. You’re like a flat Earther, seriously...
I don't get why you are trigger by me saying it is a glitch. The developers themselves said it was, and they could not fix it. So they embrace it.
What the heck is wrong with the truth? It was a glitch, they could not fix it. They tried too and failed. So instead of banning everyone for doing said exploit. They was force to accept it as part of the game.
That is a fact, that is what happen. To say that it was not a glitch, why did they attempt to fix it? Why did they say it was not intended?
I don't understand your logic at all. Some dude even showed proof of the developers saying it was not intended, and that still was not good enough. You posted a video of the developers saying they accept it. What choice did they have when they failed to fix it?
rager82b14_ESO wrote: »rager82b14_ESO wrote: »The only reason why you guys are in a uproar about this because you know change is in the air. You feel it is coming.
We got the ultimate changed.
We got blocking changed.
AC is just a matter of time.
if it happens, gl complating literally any vet for average ESO player without completely also reworking this content along with its mechanics xD
you want to get rid of "basic" of combat system without admiting to this overall combat, mechanics in this game so
Oh im sure some growing pains will happen and some things will get rebalance, but it is coming.
That unease you pro AC are feeling. You know it in your hearts that at last..We are slowly fixing this exploit.
ye, they are fixing their game from actualy competent players, gameplay
if they are going way you are describing..they are just going to make ESO like every other mmo game - so nothing special
just players who have escaped from other failing mmo's to ESO they will go back from ESO to other mmo's
gl finding mates for actual content unless they will remove also content along with experienced players, then ESO will be noting better than full RP game, just like minecraft or roblox where you dont need to do anything to get everything for your RP
And that is not a bad thing - it was meant to be like "Skyrim with friends" - friends not enemies - and exactly that would be it then. Most will be pretty happy with that. You just don't realize how many are never even wanting to be competitive or do any pvp at all. For them it is not a loss, but a win, when the game finally becomes what it should have been in the first place. TES comes out of the role play community and was meant to be mainly a role playing game.
rager82b14_ESO wrote: »StaticWave wrote: »
“It’s a glitch”
“It’s a glitch”
“gLitChHhH”
You have zero argument and contributed nothing worth of value for this discussion. It’s not just me who are sick of you. It’s literally everyone who argued with you lmfao. You’re like a flat Earther, seriously...
I don't get why you are trigger by me saying it is a glitch. The developers themselves said it was, and they could not fix it. So they embrace it.
What the heck is wrong with the truth? It was a glitch, they could not fix it. They tried too and failed. So instead of banning everyone for doing said exploit. They was force to accept it as part of the game.
That is a fact, that is what happen. To say that it was not a glitch, why did they attempt to fix it? Why did they say it was not intended?
I don't understand your logic at all. Some dude even showed proof of the developers saying it was not intended, and that still was not good enough. You posted a video of the developers saying they accept it. What choice did they have when they failed to fix it?
MCBIZZLE300 wrote: »
InvitationNotFound wrote: »InvitationNotFound 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.
So your claim is that animation canceling, which is performed on the client, adds stress to the server because there might be an additional light attack between skills that are already on a global cooldown.
Sorry, but this is Nonsense.
Having to calculate twice the amount of actions in the same time segment, that is meant for just one, is certainly contributing to the lag - how much depends - it might not be 100% more, but it certainly contributes especially when other things stack on top of it - like zerging and stacked AoE effects. It is partly the combat system and partly player behavior which is causing it.
It is not even close to 100%. You have plenty of area effects in the game. Having a single target skill firing of simply doesn't makes any difference here. Lag occurs when people stack (mostly faction stack) somewhere and a bit of light attacks and bashing isn't certainly the issue when thousands of heavier calculations are running (hots, dots, aoes, etc)...
I mean it is fine that you have an opinion on AC. And there might be valid reasons why AC is bad, like role playing and stuff (don't get me wrong here, i see both sides in this discussion...), but performance certainly isn't and as a programmer you should be aware of that. Such claims as above just discredit you in my opinion.
InvitationNotFound 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.
So your claim is that animation canceling, which is performed on the client, adds stress to the server because there might be an additional light attack between skills that are already on a global cooldown.
Sorry, but this is Nonsense.
Having to calculate twice the amount of actions in the same time segment, that is meant for just one, is certainly contributing to the lag - how much depends - it might not be 100% more, but it certainly contributes especially when other things stack on top of it - like zerging and stacked AoE effects. It is partly the combat system and partly player behavior which is causing it.
This is a fallacy. The time required for a basic attack is depending with how long we hold down the button which is the intended design since launch. The time required for a skill is governed by the GCD.
Anything beyond that is merely a desync between the client and the server.
Boiling it down to the basics, the server controls what we can do and there is no way for a player to exceed those server rules. That means there is no way to get twice the actions as is intended.
If you get more dps out of it - then it is more actions per time segment - it is in the word itself - damage per second. And if you don't get more dps out of it, why doing it then at all?- You guys want to keep it because you get more dps out of it, and this can just happen, if more actions per time segment provide it.
MCBIZZLE300 wrote: »
Oh dear...
It's not really "hard" (assuming lag, or your internet connection, or whatever else, isn't messing it up), it's just annoying, slightly awkward, ugly, clunky and immersion-breaking.
It also leads you into bad habits, involving muscle memory.
Which, especially if you then want to switch games frequently, are going to be hard to shake.
In my case, I'm talking specifically about weaving, here.
I'm not complaining about being able to dodge roll, or block, without waiting for an animation to play out.
That would be a total nightmare.
MCBIZZLE300 wrote: »rager82b14_ESO wrote: »StaticWave wrote: »
“It’s a glitch”
“It’s a glitch”
“gLitChHhH”
You have zero argument and contributed nothing worth of value for this discussion. It’s not just me who are sick of you. It’s literally everyone who argued with you lmfao. You’re like a flat Earther, seriously...
I don't get why you are trigger by me saying it is a glitch. The developers themselves said it was, and they could not fix it. So they embrace it.
What the heck is wrong with the truth? It was a glitch, they could not fix it. They tried too and failed. So instead of banning everyone for doing said exploit. They was force to accept it as part of the game.
That is a fact, that is what happen. To say that it was not a glitch, why did they attempt to fix it? Why did they say it was not intended?
I don't understand your logic at all. Some dude even showed proof of the developers saying it was not intended, and that still was not good enough. You posted a video of the developers saying they accept it. What choice did they have when they failed to fix it?
Please explain to me if they got rid of AC how it would work if lets say you press an ability then switch bars, does the ability not go off or do you not switch bars? same with roll dodge, lets say u press vigor then immediately roll dodge what would happen? Because if they simply didnt go off it'd be the same as cast time ultimates that feel awful. Im seeing a lot of campaigning against AC but no real answers about how it would work if it was removed.
MCBIZZLE300 wrote: »rager82b14_ESO wrote: »StaticWave wrote: »
“It’s a glitch”
“It’s a glitch”
“gLitChHhH”
You have zero argument and contributed nothing worth of value for this discussion. It’s not just me who are sick of you. It’s literally everyone who argued with you lmfao. You’re like a flat Earther, seriously...
I don't get why you are trigger by me saying it is a glitch. The developers themselves said it was, and they could not fix it. So they embrace it.
What the heck is wrong with the truth? It was a glitch, they could not fix it. They tried too and failed. So instead of banning everyone for doing said exploit. They was force to accept it as part of the game.
That is a fact, that is what happen. To say that it was not a glitch, why did they attempt to fix it? Why did they say it was not intended?
I don't understand your logic at all. Some dude even showed proof of the developers saying it was not intended, and that still was not good enough. You posted a video of the developers saying they accept it. What choice did they have when they failed to fix it?
Please explain to me if they got rid of AC how it would work if lets say you press an ability then switch bars, does the ability not go off or do you not switch bars? same with roll dodge, lets say u press vigor then immediately roll dodge what would happen? Because if they simply didnt go off it'd be the same as cast time ultimates that feel awful. Im seeing a lot of campaigning against AC but no real answers about how it would work if it was removed.
I would think if you cancel the animation for the attack you cancel the attack. So instant blocks would still exist, but the attack that was canceled would do no damage.
InvitationNotFound 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.
So your claim is that animation canceling, which is performed on the client, adds stress to the server because there might be an additional light attack between skills that are already on a global cooldown.
Sorry, but this is Nonsense.
Having to calculate twice the amount of actions in the same time segment, that is meant for just one, is certainly contributing to the lag - how much depends - it might not be 100% more, but it certainly contributes especially when other things stack on top of it - like zerging and stacked AoE effects. It is partly the combat system and partly player behavior which is causing it.
This is a fallacy. The time required for a basic attack is depending with how long we hold down the button which is the intended design since launch. The time required for a skill is governed by the GCD.
Anything beyond that is merely a desync between the client and the server.
Boiling it down to the basics, the server controls what we can do and there is no way for a player to exceed those server rules. That means there is no way to get twice the actions as is intended.
If you get more dps out of it - then it is more actions per time segment - it is in the word itself - damage per second. And if you don't get more dps out of it, why doing it then at all?- You guys want to keep it because you get more dps out of it, and this can just happen, if more actions per time segment provide it.
My point, based I actual fact, is that you cannot get more actions per time segment than the server will permit. That is a solid fact.
There is the time for a basic attack and it's damage is determined by how long we held the button down and the GCD required for a skill. No one can get more actions between them.
relentless_turnip wrote: »darthgummibear_ESO wrote: »Olupajmibanan wrote: »Even game itself encourages you to cancel animations of light attacks with a spell, therefore animation cancelling is an officialy approved feature.
More like "We don't want to put the work in to fix the problem so we're just going to run with it"
Or you could just learn to press more than one button?! I know pressing buttons is hard, are you going to be ok?
Or you could just learn to appreciate an animation and let it play out without having to try and cancel it for MaX EfFeCt. I understand you guys have a short attention span so it might be pretty hard, but the animations are neat!
No one forces u to cancel YOUR animations, u can even watch them closely from first person perspective. The problem for us is taking the fluidity and responiveness of game. Imagine pvping, seeing incoming stunning projectile. But because u're ni animation u can just watch it coming. And get stunned. Cuz u couldnt stop your animation and block fast enough.
StaticWave wrote: »But they never said it was a glitch? I gave you a clip of Wrobel, and someone gave you a picture of a zos dev stating it’s unintended, BUT NOT A GLITCH. You’ve constantly put words in people’s mouth and made up nonsense in your argument. At this point you should be reported for intentional trolling.
InvitationNotFound wrote: »InvitationNotFound 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.
So your claim is that animation canceling, which is performed on the client, adds stress to the server because there might be an additional light attack between skills that are already on a global cooldown.
Sorry, but this is Nonsense.
Having to calculate twice the amount of actions in the same time segment, that is meant for just one, is certainly contributing to the lag - how much depends - it might not be 100% more, but it certainly contributes especially when other things stack on top of it - like zerging and stacked AoE effects. It is partly the combat system and partly player behavior which is causing it.
It is not even close to 100%. You have plenty of area effects in the game. Having a single target skill firing of simply doesn't makes any difference here. Lag occurs when people stack (mostly faction stack) somewhere and a bit of light attacks and bashing isn't certainly the issue when thousands of heavier calculations are running (hots, dots, aoes, etc)...
I mean it is fine that you have an opinion on AC. And there might be valid reasons why AC is bad, like role playing and stuff (don't get me wrong here, i see both sides in this discussion...), but performance certainly isn't and as a programmer you should be aware of that. Such claims as above just discredit you in my opinion.
There are many things contributing to lag, not just AC, but AC is in heavy mass combat situations and leads to spikes in database requests - and when those cannot be handled, what does the server do?- Just think of what the server has to do, when this happens - get rid of those requests - there are several things what can be done to get rid of it - just ignore some randomly for example of disconnecting the player. No, idea what they do - eventually both.
MCBIZZLE300 wrote: »relentless_turnip wrote: »darthgummibear_ESO wrote: »Olupajmibanan wrote: »Even game itself encourages you to cancel animations of light attacks with a spell, therefore animation cancelling is an officialy approved feature.
More like "We don't want to put the work in to fix the problem so we're just going to run with it"
Or you could just learn to press more than one button?! I know pressing buttons is hard, are you going to be ok?
Or you could just learn to appreciate an animation and let it play out without having to try and cancel it for MaX EfFeCt. I understand you guys have a short attention span so it might be pretty hard, but the animations are neat!
No one forces u to cancel YOUR animations, u can even watch them closely from first person perspective. The problem for us is taking the fluidity and responiveness of game. Imagine pvping, seeing incoming stunning projectile. But because u're ni animation u can just watch it coming. And get stunned. Cuz u couldnt stop your animation and block fast enough.
I don't think most people, who want it gone, are saying that they think the game should be slow and unresponsive; especially defensively speaking.
The main complaint is having to add it to a rotation, as a matter of course, for DPS (and/or other) reasons.
No one wants a situation where you can't dodge, or block, immediately.
Please explain to me then how it would work, if you fired off an animation then switched bars what would happen? lets say u press vigour then switch bars. vigour doesnt go off? or it doesnt allow u to switch? its got to be one of the 2. same with roll dodge and block. Please explain to me how it would work.
kathandira wrote: »relentless_turnip wrote: »darthgummibear_ESO wrote: »Olupajmibanan wrote: »Even game itself encourages you to cancel animations of light attacks with a spell, therefore animation cancelling is an officialy approved feature.
More like "We don't want to put the work in to fix the problem so we're just going to run with it"
Or you could just learn to press more than one button?! I know pressing buttons is hard, are you going to be ok?
Or you could just learn to appreciate an animation and let it play out without having to try and cancel it for MaX EfFeCt. I understand you guys have a short attention span so it might be pretty hard, but the animations are neat!
No one forces u to cancel YOUR animations, u can even watch them closely from first person perspective. The problem for us is taking the fluidity and responiveness of game. Imagine pvping, seeing incoming stunning projectile. But because u're ni animation u can just watch it coming. And get stunned. Cuz u couldnt stop your animation and block fast enough.
Good example of what I am talking about. Currently, if you are in an animation, and someone attacks you, you can quickly block it or dodge it. If your animation was an attack, you likely will still get to deal the damage as well.
Without it, things become more calculated, and more deliberate. You get less freedom to have a fail safe 'Oh Crap' maneuver whenever you are in trouble.
MCBIZZLE300 wrote: »rager82b14_ESO wrote: »StaticWave wrote: »
“It’s a glitch”
“It’s a glitch”
“gLitChHhH”
You have zero argument and contributed nothing worth of value for this discussion. It’s not just me who are sick of you. It’s literally everyone who argued with you lmfao. You’re like a flat Earther, seriously...
I don't get why you are trigger by me saying it is a glitch. The developers themselves said it was, and they could not fix it. So they embrace it.
What the heck is wrong with the truth? It was a glitch, they could not fix it. They tried too and failed. So instead of banning everyone for doing said exploit. They was force to accept it as part of the game.
That is a fact, that is what happen. To say that it was not a glitch, why did they attempt to fix it? Why did they say it was not intended?
I don't understand your logic at all. Some dude even showed proof of the developers saying it was not intended, and that still was not good enough. You posted a video of the developers saying they accept it. What choice did they have when they failed to fix it?
Please explain to me if they got rid of AC how it would work if lets say you press an ability then switch bars, does the ability not go off or do you not switch bars? same with roll dodge, lets say u press vigor then immediately roll dodge what would happen? Because if they simply didnt go off it'd be the same as cast time ultimates that feel awful. Im seeing a lot of campaigning against AC but no real answers about how it would work if it was removed.
rager82b14_ESO wrote: »StaticWave wrote: »But they never said it was a glitch? I gave you a clip of Wrobel, and someone gave you a picture of a zos dev stating it’s unintended, BUT NOT A GLITCH. You’ve constantly put words in people’s mouth and made up nonsense in your argument. At this point you should be reported for intentional trolling.
In the other post, you got developers saying it was not intended, in the early patches. They tried to fix it, with adding some delays to attacks. It failed, and they stop talking about it.
When at last we asked them when it was going to be fixed. They said. Oh it is not an exploit now! Well no matter what they said it was. They admit it was not intended, and that is a glitch. Even if they accept it. The players force them to accept it because they were not good enough to fix it.
That does not change what AC is. A glitch, it was not intended. Wrobel if you knew the guy. You knew he was wishy washy with what he said.
To me something that was not intended is a glitch. You can't say I am wrong because i said to me. Go look up with a glitch is.