MartiniDaniels wrote: »Dusk_Coven wrote: »We can start to address the issue by removing Light Attack Weaving and all sorts of Animation Cancellation and play the game the way it was meant to before players found all these exploits to get a "fast paced game".This is the "fast paced game" the exploits helped create. Good job.We veteran players are bored to buy new content where everything is 2 shotted.
Those things are officially part of ESO and animation cancelling is legit part of majority of popular PVP games and AC is part of player's skill. You are just going against official ZOS statements and against well-established industry standards. If most popular games have animation cancelling = majority loves animation cancelling, deal with it. This is not an exploit, this is necessity to make games more immersive and natural to players. Humans are actually much faster then ESO engine limitations.
Just look at Bob Munden, he manages to shot 2 targets in less then 1 second, including time taking gun out from holster:https://www.youtube.com/watch?v=wpvCZwoj3tE
I remember even in Witcher 3 devs were forced to add "alternative" movement response mode where you can cancel those "beautiful" animations half-way through, because too many players complained about it.
MartiniDaniels wrote: »Dusk_Coven wrote: »We can start to address the issue by removing Light Attack Weaving and all sorts of Animation Cancellation and play the game the way it was meant to before players found all these exploits to get a "fast paced game".This is the "fast paced game" the exploits helped create. Good job.We veteran players are bored to buy new content where everything is 2 shotted.
Those things are officially part of ESO and animation cancelling is legit part of majority of popular PVP games and AC is part of player's skill. You are just going against official ZOS statements and against well-established industry standards. If most popular games have animation cancelling = majority loves animation cancelling, deal with it. This is not an exploit, this is necessity to make games more immersive and natural to players. Humans are actually much faster then ESO engine limitations.
Just look at Bob Munden, he manages to shot 2 targets in less then 1 second, including time taking gun out from holster:https://www.youtube.com/watch?v=wpvCZwoj3tE
I remember even in Witcher 3 devs were forced to add "alternative" movement response mode where you can cancel those "beautiful" animations half-way through, because too many players complained about it.
witcher is not necessarily a good example, because there is no inertia or momentum taken into account - movement is not based on real physics therefore but more a cinematic way to bounce around in pleasurable but non-physical ways.
This said, I agree with you that animation cancelling is now a feature and ZOS even mentions it in a hint on loading screens - so it doesn't matter if it is based on a former bug or not - it is now an official feature.
MartiniDaniels wrote: »MartiniDaniels wrote: »Dusk_Coven wrote: »We can start to address the issue by removing Light Attack Weaving and all sorts of Animation Cancellation and play the game the way it was meant to before players found all these exploits to get a "fast paced game".This is the "fast paced game" the exploits helped create. Good job.We veteran players are bored to buy new content where everything is 2 shotted.
Those things are officially part of ESO and animation cancelling is legit part of majority of popular PVP games and AC is part of player's skill. You are just going against official ZOS statements and against well-established industry standards. If most popular games have animation cancelling = majority loves animation cancelling, deal with it. This is not an exploit, this is necessity to make games more immersive and natural to players. Humans are actually much faster then ESO engine limitations.
Just look at Bob Munden, he manages to shot 2 targets in less then 1 second, including time taking gun out from holster:https://www.youtube.com/watch?v=wpvCZwoj3tE
I remember even in Witcher 3 devs were forced to add "alternative" movement response mode where you can cancel those "beautiful" animations half-way through, because too many players complained about it.
witcher is not necessarily a good example, because there is no inertia or momentum taken into account - movement is not based on real physics therefore but more a cinematic way to bounce around in pleasurable but non-physical ways.
This said, I agree with you that animation cancelling is now a feature and ZOS even mentions it in a hint on loading screens - so it doesn't matter if it is based on a former bug or not - it is now an official feature.
I think that we as players may complain that devs can't implement smooth transaction from one animation to another as well as dynamic animation speed, but not the fact that animation cancelling exist - simply because all our life we cancel our animations non-stop. Both from physics and from physiology, 1 second is huge amount of time and way more then 2 actions (like in ESO) can be performed in that time frame.
Dusk_Coven wrote: »We can start to address the issue by removing Light Attack Weaving and all sorts of Animation Cancellation and play the game the way it was meant to before players found all these exploits to get a "fast paced game".
adriant1978 wrote: »Dusk_Coven wrote: »We can start to address the issue by removing Light Attack Weaving and all sorts of Animation Cancellation and play the game the way it was meant to before players found all these exploits to get a "fast paced game".
They tried that and apparently the results were less than positive as it was immediately reverted.
why such a fuss about animation canceling? it's only VISUAL. You gain absolutely no benefit in combat. Spells fire on the global cooldown same as light attacks. In one second you can use these two global cooldowns: abilities and light attacks. Animation canceling is just a visual consequence of overlapping the second global cooldown with the first.
MartiniDaniels wrote: »MartiniDaniels wrote: »Dusk_Coven wrote: »We can start to address the issue by removing Light Attack Weaving and all sorts of Animation Cancellation and play the game the way it was meant to before players found all these exploits to get a "fast paced game".This is the "fast paced game" the exploits helped create. Good job.We veteran players are bored to buy new content where everything is 2 shotted.
Those things are officially part of ESO and animation cancelling is legit part of majority of popular PVP games and AC is part of player's skill. You are just going against official ZOS statements and against well-established industry standards. If most popular games have animation cancelling = majority loves animation cancelling, deal with it. This is not an exploit, this is necessity to make games more immersive and natural to players. Humans are actually much faster then ESO engine limitations.
Just look at Bob Munden, he manages to shot 2 targets in less then 1 second, including time taking gun out from holster:https://www.youtube.com/watch?v=wpvCZwoj3tE
I remember even in Witcher 3 devs were forced to add "alternative" movement response mode where you can cancel those "beautiful" animations half-way through, because too many players complained about it.
witcher is not necessarily a good example, because there is no inertia or momentum taken into account - movement is not based on real physics therefore but more a cinematic way to bounce around in pleasurable but non-physical ways.
This said, I agree with you that animation cancelling is now a feature and ZOS even mentions it in a hint on loading screens - so it doesn't matter if it is based on a former bug or not - it is now an official feature.
I think that we as players may complain that devs can't implement smooth transaction from one animation to another as well as dynamic animation speed, but not the fact that animation cancelling exist - simply because all our life we cancel our animations non-stop. Both from physics and from physiology, 1 second is huge amount of time and way more then 2 actions (like in ESO) can be performed in that time frame.
I personally don't like animation cancelling but I have accepted it as feature and am using it occasionally -but not as a standard, just when I think I would need a bit more punch than normal. Most overland content can be done without it though.
My high ping is another reason not to use it on a regular basis - because what I see and what I get is more likely to get totally out of sync, but this is my personal problem and doesn't has to be addressed.
Ghanima_Atreides wrote: »why such a fuss about animation canceling? it's only VISUAL. You gain absolutely no benefit in combat. Spells fire on the global cooldown same as light attacks. In one second you can use these two global cooldowns: abilities and light attacks. Animation canceling is just a visual consequence of overlapping the second global cooldown with the first.
That is true, but the game encourages you to animation cancel as much as possible and get a light attack in between each skill, significantly adding to your DPS. If you can't do that (like I can't, not reliably anyway) then your DPS will never hit the kind of numbers people claim you need to get to clear certain types of content.
MartiniDaniels wrote: »In game like ESO you don't need and don't have time to think, everything is on reflexes, and 1 action by reflexes is just unbearably slow, so ESO was praised for it's "fast paced combat" because you can effectively weave, use ability and then cancel it with block, roll-dodge or bar swap all of that in 1 second without waiting which makes game dynamic.
MartiniDaniels wrote: »MartiniDaniels wrote: »MartiniDaniels wrote: »Dusk_Coven wrote: »We can start to address the issue by removing Light Attack Weaving and all sorts of Animation Cancellation and play the game the way it was meant to before players found all these exploits to get a "fast paced game".This is the "fast paced game" the exploits helped create. Good job.We veteran players are bored to buy new content where everything is 2 shotted.
Those things are officially part of ESO and animation cancelling is legit part of majority of popular PVP games and AC is part of player's skill. You are just going against official ZOS statements and against well-established industry standards. If most popular games have animation cancelling = majority loves animation cancelling, deal with it. This is not an exploit, this is necessity to make games more immersive and natural to players. Humans are actually much faster then ESO engine limitations.
Just look at Bob Munden, he manages to shot 2 targets in less then 1 second, including time taking gun out from holster:https://www.youtube.com/watch?v=wpvCZwoj3tE
I remember even in Witcher 3 devs were forced to add "alternative" movement response mode where you can cancel those "beautiful" animations half-way through, because too many players complained about it.
witcher is not necessarily a good example, because there is no inertia or momentum taken into account - movement is not based on real physics therefore but more a cinematic way to bounce around in pleasurable but non-physical ways.
This said, I agree with you that animation cancelling is now a feature and ZOS even mentions it in a hint on loading screens - so it doesn't matter if it is based on a former bug or not - it is now an official feature.
I think that we as players may complain that devs can't implement smooth transaction from one animation to another as well as dynamic animation speed, but not the fact that animation cancelling exist - simply because all our life we cancel our animations non-stop. Both from physics and from physiology, 1 second is huge amount of time and way more then 2 actions (like in ESO) can be performed in that time frame.
I personally don't like animation cancelling but I have accepted it as feature and am using it occasionally -but not as a standard, just when I think I would need a bit more punch than normal. Most overland content can be done without it though.
My high ping is another reason not to use it on a regular basis - because what I see and what I get is more likely to get totally out of sync, but this is my personal problem and doesn't has to be addressed.
I think you are using AC a lot without even noticing it. Try to fill you bar will all cast time abilities, and you'll see what is game without AC. It will be terrible experience. It is not related to necessity to cancel to complete some content. It is simply too slow for an action game to have only movement + 1 action per second. Don't get me wrong I love turn-based games... but difference is that you need to think in them before doing something. In game like ESO you don't need and don't have time to think, everything is on reflexes, and 1 action by reflexes is just unbearably slow, so ESO was praised for it's "fast paced combat" because you can effectively weave, use ability and then cancel it with block, roll-dodge or bar swap all of that in 1 second without waiting which makes game dynamic.
adriant1978 wrote: »MartiniDaniels wrote: »In game like ESO you don't need and don't have time to think, everything is on reflexes, and 1 action by reflexes is just unbearably slow, so ESO was praised for it's "fast paced combat" because you can effectively weave, use ability and then cancel it with block, roll-dodge or bar swap all of that in 1 second without waiting which makes game dynamic.
And this right here is why my DPS in this game will never be anything above trash tier, despite me being a "veteran player" who has been around since open beta.
MartiniDaniels wrote: »I have no idea why anybody don't want to do them with exception of situation when ping is awful and so those things just stop working consistently.
Ghanima_Atreides wrote: »MartiniDaniels wrote: »I have no idea why anybody don't want to do them with exception of situation when ping is awful and so those things just stop working consistently.
The reason is simple. Some of us just don't have the reflexes to get these combos fired off in 1 second. Believe me, I have tried (I have been playing for 6 years after all), but eventually had to accept my limitations, and the fact that no matter how much I practised, my fingers just won't move quickly enough, or accurately enough on my keyboard in order to make it happen.
And to be perfectly honest, this level of twitchy gameplay is not something I enjoy either.
CP system is good but can't really be applied to a mmo because it has a limit. And by definition, a mmo is supposed to have no time-limit/xp limit/etc
In other mmos, there's still the concept of increasing the lvl by XP and by exemple, in BDO, xp needed between lvl60 and 61 is really incredible, even for a korean game based on farming, I remember when I played it than there was some rare players with lvl62 and maybe lvl63 1 year ago. It's like saying in ESO we have rare people with cp 2000+, same xp needed maybe.
Gear limited to cp160 is maybe something Zenimax is looking for. Maybe a new system with gear/lvl will be found.
Actually, getting more XP when you're already at cp810 limit is useless but maybe one day, our XP will be usefull for something ? I mean, if i'm cp1300 actually, it's not like someone cp810 if we convert our XP.
But changing it without changing gear system looks useless since gear is scaled on our level.
in BDO there's also a nice system with gear duration, you can lose a piece of stuff by many ways. It's interesting to force players to make a choice, risking or farming tools to maximise their chances. Pure MMO strategy at this point.
It's a hard work but, even if we can make suggestions, it's not our job.
Ghanima_Atreides wrote: »MartiniDaniels wrote: »I have no idea why anybody don't want to do them with exception of situation when ping is awful and so those things just stop working consistently.
The reason is simple. Some of us just don't have the reflexes to get these combos fired off in 1 second. Believe me, I have tried (I have been playing for 6 years after all), but eventually had to accept my limitations, and the fact that no matter how much I practised, my fingers just won't move quickly enough, or accurately enough on my keyboard in order to make it happen.
And to be perfectly honest, this level of twitchy gameplay is not something I enjoy either.
MartiniDaniels wrote: »Game experience and knowledge of smart moves can only move player to slightly above the average, but really good players are all about aim, APM, reflexes and crazy amount of time spent training all those... I am not saying that good weaving/AC makes somebody better as a person, but they are tools that provide room for skill and training as well as make combat more dynamic, and so what's bad in them?
Players with high Actions Per Minute (APM) significantly outperform those with low APM, as they have better up-time of abilities, higher mitigation, much higher DPS, and can simply move around the battlefield better in both PVE and PVP. While we believe it’s good to have a skill gap that promotes mastery, we also believe the gap as it currently exists is too wide, and that many players aren’t finding satisfaction in the climb. Additionally, we believe the over-reliance on a specific mechanic (light attack weaving) leaves less room for playstyle diversity, including lower-APM options.
adriant1978 wrote: »Dusk_Coven wrote: »We can start to address the issue by removing Light Attack Weaving and all sorts of Animation Cancellation and play the game the way it was meant to before players found all these exploits to get a "fast paced game".
They tried that and apparently the results were less than positive as it was immediately reverted.
Ghanima_Atreides wrote: »why such a fuss about animation canceling? it's only VISUAL. You gain absolutely no benefit in combat. Spells fire on the global cooldown same as light attacks. In one second you can use these two global cooldowns: abilities and light attacks. Animation canceling is just a visual consequence of overlapping the second global cooldown with the first.
That is true, but the game encourages you to animation cancel as much as possible and get a light attack in between each skill, significantly adding to your DPS. If you can't do that (like I can't, not reliably anyway) then your DPS will never hit the kind of numbers people claim you need to get to clear certain types of content.
adriant1978 wrote: »Dusk_Coven wrote: »We can start to address the issue by removing Light Attack Weaving and all sorts of Animation Cancellation and play the game the way it was meant to before players found all these exploits to get a "fast paced game".
They tried that and apparently the results were less than positive as it was immediately reverted.
That had nothing to do with removing LA though. Reducing damage? Yes, but if you didn't LA weave say Good Bye to your rotation cause your OOM and can't cast anything. If anything it required more LA weaving from ALL roles than before lol.
If they removed LA weaving nearly every "On light attack set" would need entire rebalancing. Its too much work.
adriant1978 wrote: »MartiniDaniels wrote: »Game experience and knowledge of smart moves can only move player to slightly above the average, but really good players are all about aim, APM, reflexes and crazy amount of time spent training all those... I am not saying that good weaving/AC makes somebody better as a person, but they are tools that provide room for skill and training as well as make combat more dynamic, and so what's bad in them?
I don't know the answer to this, but ZOS are obviously aware that there's an issue.Players with high Actions Per Minute (APM) significantly outperform those with low APM, as they have better up-time of abilities, higher mitigation, much higher DPS, and can simply move around the battlefield better in both PVE and PVP. While we believe it’s good to have a skill gap that promotes mastery, we also believe the gap as it currently exists is too wide, and that many players aren’t finding satisfaction in the climb. Additionally, we believe the over-reliance on a specific mechanic (light attack weaving) leaves less room for playstyle diversity, including lower-APM options.
adriant1978 wrote: »adriant1978 wrote: »Dusk_Coven wrote: »We can start to address the issue by removing Light Attack Weaving and all sorts of Animation Cancellation and play the game the way it was meant to before players found all these exploits to get a "fast paced game".
They tried that and apparently the results were less than positive as it was immediately reverted.
That had nothing to do with removing LA though. Reducing damage? Yes, but if you didn't LA weave say Good Bye to your rotation cause your OOM and can't cast anything. If anything it required more LA weaving from ALL roles than before lol.
If they removed LA weaving nearly every "On light attack set" would need entire rebalancing. Its too much work.
I don't pretend to understand all the details - there's a reason I'm not a game designer- but they did state in that thread that they were concerned about the performance gap between high and low APM players, were exploring ways to facilitate lower APM play styles, and that there was an over reliance on light attack weaving.
adriant1978 wrote: »MartiniDaniels wrote: »Game experience and knowledge of smart moves can only move player to slightly above the average, but really good players are all about aim, APM, reflexes and crazy amount of time spent training all those... I am not saying that good weaving/AC makes somebody better as a person, but they are tools that provide room for skill and training as well as make combat more dynamic, and so what's bad in them?
I don't know the answer to this, but ZOS are obviously aware that there's an issue.Players with high Actions Per Minute (APM) significantly outperform those with low APM, as they have better up-time of abilities, higher mitigation, much higher DPS, and can simply move around the battlefield better in both PVE and PVP. While we believe it’s good to have a skill gap that promotes mastery, we also believe the gap as it currently exists is too wide, and that many players aren’t finding satisfaction in the climb. Additionally, we believe the over-reliance on a specific mechanic (light attack weaving) leaves less room for playstyle diversity, including lower-APM options.
MartiniDaniels wrote: »Ghanima_Atreides wrote: »MartiniDaniels wrote: »I have no idea why anybody don't want to do them with exception of situation when ping is awful and so those things just stop working consistently.
The reason is simple. Some of us just don't have the reflexes to get these combos fired off in 1 second. Believe me, I have tried (I have been playing for 6 years after all), but eventually had to accept my limitations, and the fact that no matter how much I practised, my fingers just won't move quickly enough, or accurately enough on my keyboard in order to make it happen.
And to be perfectly honest, this level of twitchy gameplay is not something I enjoy either.
You know this is complicated question. Games appeared in human history as a way of peaceful competition between players with/without RNG and later with/versus AI.. should all games be stripped of all mechanics that provide that competition? Also there are ton of games out there, where... vast majority of players are openly labeled as "scrubs" by specific color or badge near nickname.. you don't need any add-ons or 3PP sites, it is just plainly directly shown in game interface and full details are available in one click... and those games have millions of players and somehow nobody is appalled by that label and nobody is thinking that everybody should be top player.
Game experience and knowledge of smart moves can only move player to slightly above the average, but really good players are all about aim, APM, reflexes and crazy amount of time spent training all those... I am not saying that good weaving/AC makes somebody better as a person, but they are tools that provide room for skill and training as well as make combat more dynamic, and so what's bad in them?
Hm,, has someone asked for it at all - to me this seems to be just an idea of ZOS, that there is a problem at all - while most are most likely not caring at all about this gap.
adriant1978 wrote: »Hm,, has someone asked for it at all - to me this seems to be just an idea of ZOS, that there is a problem at all - while most are most likely not caring at all about this gap.
ZOS must have metrics (APM vs hours played? APM vs number of dungeons completed? APM vs likelihood to buy ESO Plus?) which tell them there is a problem or I doubt they'd spend developer time (i.e. money) on trying to solve it.
adriant1978 wrote: »ZOS must have metrics (APM vs hours played? APM vs number of dungeons completed? APM vs likelihood to buy ESO Plus?) which tell them there is a problem or I doubt they'd spend developer time (i.e. money) on trying to solve it.
Ghanima_Atreides wrote: »MartiniDaniels wrote: »Ghanima_Atreides wrote: »MartiniDaniels wrote: »I have no idea why anybody don't want to do them with exception of situation when ping is awful and so those things just stop working consistently.
The reason is simple. Some of us just don't have the reflexes to get these combos fired off in 1 second. Believe me, I have tried (I have been playing for 6 years after all), but eventually had to accept my limitations, and the fact that no matter how much I practised, my fingers just won't move quickly enough, or accurately enough on my keyboard in order to make it happen.
And to be perfectly honest, this level of twitchy gameplay is not something I enjoy either.
You know this is complicated question. Games appeared in human history as a way of peaceful competition between players with/without RNG and later with/versus AI.. should all games be stripped of all mechanics that provide that competition? Also there are ton of games out there, where... vast majority of players are openly labeled as "scrubs" by specific color or badge near nickname.. you don't need any add-ons or 3PP sites, it is just plainly directly shown in game interface and full details are available in one click... and those games have millions of players and somehow nobody is appalled by that label and nobody is thinking that everybody should be top player.
Game experience and knowledge of smart moves can only move player to slightly above the average, but really good players are all about aim, APM, reflexes and crazy amount of time spent training all those... I am not saying that good weaving/AC makes somebody better as a person, but they are tools that provide room for skill and training as well as make combat more dynamic, and so what's bad in them?
I'm not saying that aiming to become a better player and enjoying dynamic play is bad, or that people who do it are wrong. I'm just saying not everyone can do it, since you asked why someone would choose NOT to weave. It's not a choice (for me and others like me), it's a limitation.
The problem is that in ESO it's become pretty much obligatory if you want to do any group content above normal non-dlc dungeons (there may be exceptions to this, for the aforementioned reasons I haven't done much group content). If you can't weave, your DPS is trash and any self respecting group will kick you out, tell you to L2P, git gud etc.
What if that's as good as you're ever going to get? Perhaps the issue is not that weaving is possible, but that it's become essential for most group content.