And an actual sparing matchhttp://youtu.be/bmP1MgfEUmY
Take note of how the attack/defense counterplay works, also how fast they are moving those things. An attack immediately turns into a parry, a block, in a series of attacks and counter attacks. Also the match is over in one good contact strike... So... Yay realism!
And an actual sparing matchhttp://youtu.be/bmP1MgfEUmY
Take note of how the attack/defense counterplay works, also how fast they are moving those things. An attack immediately turns into a parry, a block, in a series of attacks and counter attacks. Also the match is over in one good contact strike... So... Yay realism!
Talking about realism, those may just be the flimsiest lightest weight 2h swords I've ever seen. While I realise that's probably neccessary to avoid actually hurting your opponent, it throws significant doubt on the "realism" argument of how fast they can move them.
a.k.a. lol.
AshySamurai wrote: »onlinegamer1 wrote: »I have a favor to ask...
Can everyone who answered "Yes" please queue for PvP? I could really use the free APs.
Thanks in advance!
With 2H weapon. Try to use it without AC.
And an actual sparing matchhttp://youtu.be/bmP1MgfEUmY
Take note of how the attack/defense counterplay works, also how fast they are moving those things. An attack immediately turns into a parry, a block, in a series of attacks and counter attacks. Also the match is over in one good contact strike... So... Yay realism!
Talking about realism, those may just be the flimsiest lightest weight 2h swords I've ever seen. While I realise that's probably neccessary to avoid actually hurting your opponent, it throws significant doubt on the "realism" argument of how fast they can move them.
a.k.a. lol.
i googled "medieval two handed swords" and this is what i came up with in the pictures
all the swords are really thin, the reason behind this was extremely simple; it already took half a lifetime + to master sword techniques if the sword were to be as thick and large as say... the Bosmer sword in game, then no man/woman would actually be able to wield it w/o first being a professional weight lifter.
sword play is all about jabs, blocks and parries, the big, slow swings were actually pole-arm type weapons, usually with a hammer/mace/flail or sickle/blade at the end. and they were usually wielded by abnormally large fellows.
now, all of what we are thinking of here are the European styled swords.. i ask you, what of the most powerful 2h sword in the world: the Katana? the blade was long, sleek, slender and extremely lightweight, in fact the most prized katanas were able to actually BEND.
having this information now, we can see that "animation cancelling IRL" is a norm.
maybe all of you who are so against things that are pretty run of the mill in most video games should go and do some research before coming onto the forums and showing us how ignorant you are.
because knowing is half the battle
Here's an example of animation canceling dating all the way to 1994maybe all of you who are so against things that are pretty run of the mill in most video games should go and do some research before coming onto the forums and showing us how ignorant you are.
Here's an example of animation canceling dating all the way to 1994maybe all of you who are so against things that are pretty run of the mill in most video games should go and do some research before coming onto the forums and showing us how ignorant you are.https://www.youtube.com/watch?v=6qdyhRmSFmc
And an actual sparing matchhttp://youtu.be/bmP1MgfEUmY
Take note of how the attack/defense counterplay works, also how fast they are moving those things. An attack immediately turns into a parry, a block, in a series of attacks and counter attacks. Also the match is over in one good contact strike... So... Yay realism!
Talking about realism, those may just be the flimsiest lightest weight 2h swords I've ever seen. While I realise that's probably neccessary to avoid actually hurting your opponent, it throws significant doubt on the "realism" argument of how fast they can move them.
a.k.a. lol.
i googled "medieval two handed swords" and this is what i came up with in the pictures
all the swords are really thin, the reason behind this was extremely simple; it already took half a lifetime + to master sword techniques if the sword were to be as thick and large as say... the Bosmer sword in game, then no man/woman would actually be able to wield it w/o first being a professional weight lifter.
sword play is all about jabs, blocks and parries, the big, slow swings were actually pole-arm type weapons, usually with a hammer/mace/flail or sickle/blade at the end. and they were usually wielded by abnormally large fellows.
now, all of what we are thinking of here are the European styled swords.. i ask you, what of the most powerful 2h sword in the world: the Katana? the blade was long, sleek, slender and extremely lightweight, in fact the most prized katanas were able to actually BEND.
having this information now, we can see that "animation cancelling IRL" is a norm.
maybe all of you who are so against things that are pretty run of the mill in most video games should go and do some research before coming onto the forums and showing us how ignorant you are.
because knowing is half the battle
And an actual sparing matchhttp://youtu.be/bmP1MgfEUmY
Take note of how the attack/defense counterplay works, also how fast they are moving those things. An attack immediately turns into a parry, a block, in a series of attacks and counter attacks. Also the match is over in one good contact strike... So... Yay realism!
Talking about realism, those may just be the flimsiest lightest weight 2h swords I've ever seen. While I realise that's probably neccessary to avoid actually hurting your opponent, it throws significant doubt on the "realism" argument of how fast they can move them.
a.k.a. lol.
i googled "medieval two handed swords" and this is what i came up with in the pictures
all the swords are really thin, the reason behind this was extremely simple; it already took half a lifetime + to master sword techniques if the sword were to be as thick and large as say... the Bosmer sword in game, then no man/woman would actually be able to wield it w/o first being a professional weight lifter.
sword play is all about jabs, blocks and parries, the big, slow swings were actually pole-arm type weapons, usually with a hammer/mace/flail or sickle/blade at the end. and they were usually wielded by abnormally large fellows.
now, all of what we are thinking of here are the European styled swords.. i ask you, what of the most powerful 2h sword in the world: the Katana? the blade was long, sleek, slender and extremely lightweight, in fact the most prized katanas were able to actually BEND.
having this information now, we can see that "animation cancelling IRL" is a norm.
maybe all of you who are so against things that are pretty run of the mill in most video games should go and do some research before coming onto the forums and showing us how ignorant you are.
because knowing is half the battle
I actually *own* some medieval style two handed swords. They're surprisngly hard to manuever unless you ARE quite strong. You are *not* going to be wielding them the way it's shown in those videos at those speeds. I also own some katanas. And you're right, they're far lighter. You probably could wield those that way.
That said, yeah. Attacks in ESO are, in general, too slow and exagerrated. Which is probably the real issue. I'd also have to point out that, in the video, while the movement from attack to parry may be fluid, they do not (successfully) abort attacks to defend. Largely because, barring a dodge, there isn't much need. (and in that case, which looks like it happens once, the attacker is pretty much skewered.) The defender can't initiate an attack because he's defending. And (barring a dodge, which is quite rare) the defense will negate most of the attacks momentum.
Which I guess is part of the problem, all the attacks in ESO are "misses". Only real exception is blocked heavy attacks.
p.s. the swords in ESO are pretty much European styled, so katana discussion is pretty irrelevant.
thomas.k.grayb14_ESO wrote: »It's funny how after reading through the thread I've come to the realization that most of the yes's and some of the no's have no clue how animation canceling works in this game. It's a priority system, it's for your benefit, do yourself a favor and learn it.
They are not using the large reckless swings we see so often in videogames.
a.k.a. lol.
CapuchinSeven wrote: »They are not using the large reckless swings we see so often in videogames.
In ESO at least, it's so sad to see beautiful European style attacks in games like Age of Conan and Witcher and then derp derp derp derp deeeeerp animation swings in ESO.
I'd be using a 2 hander if they didn't look so awful and "meat head" like.
Here's an example of animation canceling dating all the way to 1994maybe all of you who are so against things that are pretty run of the mill in most video games should go and do some research before coming onto the forums and showing us how ignorant you are.https://www.youtube.com/watch?v=6qdyhRmSFmc
.CapuchinSeven wrote: »They are not using the large reckless swings we see so often in videogames.
In ESO at least, it's so sad to see beautiful European style attacks in games like Age of Conan and Witcher and then derp derp derp derp deeeeerp animation swings in ESO.
I'd be using a 2 hander if they didn't look so awful and "meat head" like.
Ikr? The weapon I started the game with, and used to solo level to v12, was my 2h. I miss it. But the animation style... It's rather disappointing.
I think my biggest problem is how the swings are left so open. They are completely uncontrolled, and unskilled. Though, with the size of the weapons, I'm not sure if I can really blame my char...
CapuchinSeven wrote: »
a.k.a. lol.
It's perfectly accurate, a real sword will bend. If they didn't, they would snap at the first sign of real pressure.
They also don't weight a ton, they were made to cut, kill and do it fast. Even two handers.
If you had to "lug" the thing around just to swing it, you'd end up dead.
Depends on the game, of course. In the eastern tradition of fighting games (basically the competitive ones, i.e., capcom, SNK, etc.) normal moves can usually be cancelled into a special move, an special moves can sometimes be cancelled into a super move. A cancelled move normally does do damage. Cancelling a move without the move doing damage is a special type of cancel called the kara cancel, in the eastern tradition. This is done by cancelling the move in the early frames of the attack animation before the attack actually hits. Cancelling is a big deal in these games, and the entire gameplay is essentially built around cancelling.CapuchinSeven wrote: »
a.k.a. lol.
It's perfectly accurate, a real sword will bend. If they didn't, they would snap at the first sign of real pressure.
They also don't weight a ton, they were made to cut, kill and do it fast. Even two handers.
If you had to "lug" the thing around just to swing it, you'd end up dead.
Sure, they bend (some) but real 2h swords don't flop around like a fencing foil even when they aren't hitting things.
Oh, and yes. Fighting games. At least on most modern ones, there's a handful of "cancellable" moves. The vast majority of them can't be. And at least in all the fighting games I've played within the last decade, a cancelled move gets cancelled before it actually would hit, and doesn't actually do any damage. So not exactly comparable to what's going on here.
CapuchinSeven wrote: »
a.k.a. lol.
It's perfectly accurate, a real sword will bend. If they didn't, they would snap at the first sign of real pressure.
They also don't weight a ton, they were made to cut, kill and do it fast. Even two handers.
If you had to "lug" the thing around just to swing it, you'd end up dead.
Sure, they bend (some) but real 2h swords don't flop around like a fencing foil even when they aren't hitting things.
Rune_Relic wrote: »I don't even really understand why people are against it. It's really nothing but a priority system that has to exist in some manner for dynamic combat to occur.
I have to disagree with this, actually. There are lots of action games where once you initiate an attack you're locked into finishing it, and can't just abort the attack to defend. I'd argue it tends to make the games more strategic. You have to look for an opening long enough to attack, you can't just initiate an attack whenever and abort it if you guessed wrong.
This is fair enough.
I've played games like this as well, but I personally find them to be a bit less dynamic because of being "stuck" in certain animations and being unable to either capitalize or defend during quickly changing situations.
If we can consider realism (I know I know....don't hate me)
If you swing a 2 hand sword the momentum means you are committed to following through. Inertia if you will.
You cant just instantly stop midswing and turn it into a block.
So yes....being unable to cancel and attack isn't unreasonable to me.
Provided ...animation time = cooldown time.
Then I know exactly when I can start the next action.
Animation cancelling is meaningless in such a context.
You could argue it will add more feel to combat.
Chaining one attack after another...rather than the disjointed scene cut we get now.
Some attacks should be fast...some powerful ones should be slow....upto you how you sequence them and how much commitement/risk you want to take.
Well... If you really want to talk realism
Yes, yes you can turn a swing into a block. And quite easily too.
Here is a video of irl longsword techniques from practitioners of HEMA (historical European martial arts)http://youtu.be/ln94E9AGYTc
And an actual sparing matchhttp://youtu.be/bmP1MgfEUmY
Take note of how the attack/defense counterplay works, also how fast they are moving those things. An attack immediately turns into a parry, a block, in a series of attacks and counter attacks. Also the match is over in one good contact strike... So... Yay realism!
They are not using the large reckless swings we see so often in videogames.http://youtu.be/h4WQCU7d17c
You will note, that while those large swings certainly were threatening, the spear guy simply had to wait for an opening to counterattack. Which is exactly why you dont fight this way.
And here's dual wield;http://youtu.be/mPZBWq4zans
Rune_Relic wrote: »the animation and attack rate should be matched anyway.
So if ZOS do it right animation cancelling shouldnt be possible anyway.
They are in the process of fixing this judging from the summit notes.
Apparently whoever posted this poll didnt read the guild summit....it is cheating. they said it(devs). It is why the new combat mechanics will REMOVE AC/LW. Dead horse, lets move
CapuchinSeven wrote: »
a.k.a. lol.
It's perfectly accurate, a real sword will bend. If they didn't, they would snap at the first sign of real pressure.
They also don't weight a ton, they were made to cut, kill and do it fast. Even two handers.
If you had to "lug" the thing around just to swing it, you'd end up dead.
Rune_Relic wrote: »Rune_Relic wrote: »I don't even really understand why people are against it. It's really nothing but a priority system that has to exist in some manner for dynamic combat to occur.
I have to disagree with this, actually. There are lots of action games where once you initiate an attack you're locked into finishing it, and can't just abort the attack to defend. I'd argue it tends to make the games more strategic. You have to look for an opening long enough to attack, you can't just initiate an attack whenever and abort it if you guessed wrong.
This is fair enough.
I've played games like this as well, but I personally find them to be a bit less dynamic because of being "stuck" in certain animations and being unable to either capitalize or defend during quickly changing situations.
If we can consider realism (I know I know....don't hate me)
If you swing a 2 hand sword the momentum means you are committed to following through. Inertia if you will.
You cant just instantly stop midswing and turn it into a block.
So yes....being unable to cancel and attack isn't unreasonable to me.
Provided ...animation time = cooldown time.
Then I know exactly when I can start the next action.
Animation cancelling is meaningless in such a context.
You could argue it will add more feel to combat.
Chaining one attack after another...rather than the disjointed scene cut we get now.
Some attacks should be fast...some powerful ones should be slow....upto you how you sequence them and how much commitement/risk you want to take.
Well... If you really want to talk realism
Yes, yes you can turn a swing into a block. And quite easily too.
Here is a video of irl longsword techniques from practitioners of HEMA (historical European martial arts)http://youtu.be/ln94E9AGYTc
And an actual sparing matchhttp://youtu.be/bmP1MgfEUmY
Take note of how the attack/defense counterplay works, also how fast they are moving those things. An attack immediately turns into a parry, a block, in a series of attacks and counter attacks. Also the match is over in one good contact strike... So... Yay realism!
They are not using the large reckless swings we see so often in videogames.http://youtu.be/h4WQCU7d17c
You will note, that while those large swings certainly were threatening, the spear guy simply had to wait for an opening to counterattack. Which is exactly why you dont fight this way.
And here's dual wield;http://youtu.be/mPZBWq4zans
I gave you an awesome for that as its deserved it.
However, you cant work against the laws of physics and inertia.
1. Some stances attacks and parrys can not be chained because you rely on completely changing the inertia and vector of the mass (sword).
2. Those stances/attacks/parrys that actually do make use of the existing vector and inertia can be chained exceptionally well...as shown on some of the videos.
You are arguing point 2 which is fair and I concede.
I am arguing point 1....the video game angle as you stated above.
[you aren't going to spin around with a sword and then suddenly go the opposite direction without first slowing down...stopping...accelerating in the other direction]
ie some times you can use the inertia for advantage...sometimes you cant.
To me a weapons expert is a master of inertia and a dance to behold.
Speaking of videos lol....http://www.youtube.com/watch?v=4puUo4OYViE
Reiterpallasch wrote: »There are two kinds of people when it comes to animation cancelling: Those who do it, and liars who say they don't.
Nobody actually sits there and waits for a light/heavy attack animation to complete before hitting their next skill. Nobody. At all. Ever.