Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Thoughts about animation cancelling...

RSram
RSram
✭✭✭✭✭
I use animation canceling all the time, but when I started thinking about it, it doesn't make sense. I know ESO is a game and many aspects of it are not realistic either, so let me explain my thinking on this:

I'm not referring to waiting for a projectile attacks to strike the target. I'm referring to the action to release the spell or weapon: the follow through. It's the follow through that I believe shouldn't be cancelled; like an archer shooting an arrow. Until the arrow is in the air, a second shot should not be possible.

Melee attacks should hit the target before the next follow through would be allowed.

I would think that combat in PVP would be much slower if the follow through animations were not cancelled taking the load off the PVP servers. Damage effects would be spread out over a longer time period as well, and might help with smoother game play. Macros cheaters would be rendered ineffective. Doesn't this make more sense?

So whats to your opinion on this?
  • TheBull
    TheBull
    ✭✭✭✭✭
    legolastrailernewbow.jpg

    Heavy shot plus poison arrow. :)
  • jelliedsoup
    jelliedsoup
    ✭✭✭✭✭
    I don't understand why people have a problen with this yet spam block and cast blocking appear to be acceptable to many.
    www.youtube.com/watch?feature=youtu.be&v=Ks8_KGHqmO4
  • DarkAedin
    DarkAedin
    ✭✭✭✭✭
    the addition of clipping introduced a skill factor that is gives the modern MMO'er something harder to do during combat to maintain a high dps.

    in nearly every game that has this, macro'ing for animation canceling doesnt really work b/c of "lag", that being said, its become somewhat of a honed skill, to time out your button presses instead of just spamming sh*t.

    in fact, if you google "animation cancelling" you will see a ton of games with active combat allowing you to clip.

    this has been going on for years, get with the program and stop complaining about a mechanic thats been around since the dawn of video games

    heres an extremely old game with animation cancelling:

    https://www.youtube.com/watch?v=6qdyhRmSFmc
  • RSram
    RSram
    ✭✭✭✭✭
    I'm not complaining about it, I was stating that using animation canceling to cancel the follow through isn't realistic.
    I don't understand why people have a problem with this yet spam block and cast blocking appear to be acceptable to many.
    I agree %100 percent; my OP post focused on attacks, but to fully balance the game, animation canceling for defensive followups would need to be removed as well.
    in fact, if you google "animation cancelling" you will see a ton of games with active combat allowing you to clip.

    this has been going on for years, get with the program and stop complaining about a mechanic thats been around since the dawn of video games
    I'm tired of hearing that because other MMO's have done it, it's OK for ESO to do it; This is a childish argument IMO. To make a game great, you have to break the mold or think outside the box.

    Finally, I stated that i used animation canceling all the time! So I have been with the program since beta.

    Thanks for the comments.
  • manny254
    manny254
    ✭✭✭✭✭
    ✭✭
    RSram wrote: »
    I'm not complaining about it, I was stating that using animation canceling to cancel the follow through isn't realistic.
    I don't understand why people have a problem with this yet spam block and cast blocking appear to be acceptable to many.
    I agree %100 percent; my OP post focused on attacks, but to fully balance the game, animation canceling for defensive followups would need to be removed as well.
    in fact, if you google "animation cancelling" you will see a ton of games with active combat allowing you to clip.

    this has been going on for years, get with the program and stop complaining about a mechanic thats been around since the dawn of video games
    I'm tired of hearing that because other MMO's have done it, it's OK for ESO to do it; This is a childish argument IMO. To make a game great, you have to break the mold or think outside the box.

    Finally, I stated that i used animation canceling all the time! So I have been with the program since beta.

    Thanks for the comments.

    So animation canceling is unrealistic yet you play in a fictional world with magic, necromancy, werewolves, vampires, cat people, lizard people, living flame beings, living ice beings, living lightning beings, multiple elves, dragons, oversized bugs, talking trees, giant snakes, sea monster sized snakes....
    - Mojican
  • Sharee
    Sharee
    ✭✭✭✭✭
    ✭✭✭✭✭
    The ZOS stance is they allow animation cancelling to make combat feel more responsive. If a player clicks a button, he expects something to happen. If nothing happens (because the animation of previous attack did not yet complete, despite the damage already being dealt) then he will call the combat 'clunky'.
  • AshySamurai
    AshySamurai
    ✭✭✭✭✭
    manny254 wrote: »
    RSram wrote: »
    I'm not complaining about it, I was stating that using animation canceling to cancel the follow through isn't realistic.
    I don't understand why people have a problem with this yet spam block and cast blocking appear to be acceptable to many.
    I agree %100 percent; my OP post focused on attacks, but to fully balance the game, animation canceling for defensive followups would need to be removed as well.
    in fact, if you google "animation cancelling" you will see a ton of games with active combat allowing you to clip.

    this has been going on for years, get with the program and stop complaining about a mechanic thats been around since the dawn of video games
    I'm tired of hearing that because other MMO's have done it, it's OK for ESO to do it; This is a childish argument IMO. To make a game great, you have to break the mold or think outside the box.

    Finally, I stated that i used animation canceling all the time! So I have been with the program since beta.

    Thanks for the comments.

    So animation canceling is unrealistic yet you play in a fictional world with magic, necromancy, werewolves, vampires, cat people, lizard people, living flame beings, living ice beings, living lightning beings, multiple elves, dragons, oversized bugs, talking trees, giant snakes, sea monster sized snakes....

    Magic, necromancy, werewolves, vampires and etc don't break world's rules. AC deffenitly breake it. The main reason here is not it's unreal world and I don't care what is real here and what is not. No, sir. It's about what could happen in this world and what is couldn't.

    Sharee wrote: »
    The ZOS stance is they allow animation cancelling to make combat feel more responsive. If a player clicks a button, he expects something to happen. If nothing happens (because the animation of previous attack did not yet complete, despite the damage already being dealt) then he will call the combat 'clunky'.

    Yeah. They also said that they don't know how to fix it, so they just left it as it is.
    Make sweetrolls, not nerfs!
  • RSram
    RSram
    ✭✭✭✭✭
    So animation canceling is unrealistic yet you play in a fictional world with magic, necromancy, werewolves, vampires, cat people, lizard people, living flame beings, living ice beings, living lightning beings, multiple elves, dragons, oversized bugs, talking trees, giant snakes, sea monster sized snakes...
    I hear ya, but animation canceling just doesn't look right. There is no reason why combat can't be realistic in a world of fantasy characters. Even in fantasy movies there are rules in how the world operates.
    The ZOS stance is they allow animation cancelling to make combat feel more responsive. If a player clicks a button, he expects something to happen. If nothing happens (because the animation of previous attack did not yet complete, despite the damage already being dealt) then he will call the combat 'clunky'.
    I been reading this a lot, but has ZOS even tried to test this concept on the PST server? No. So how do they know if forcing a follow through or attack and defensive abilites will work or not: they won't until we players test it.

    I do know that ZOS didn't want to put cool downs on abilities like other MMO have, and I understand that they wanted a more interactive combat system; which it is IMO. It seems to me that forcing a follow-through on abilities would slow down the combat calculations making combat more fluid in the PVP areas.

    In the PVE areas, the bosses and the NPC's don't use animation cancelling, and players still get their buttocks kicked, so if it's OK for the NPC's not to use it, why is it OK for the players.

    I don't hear the NPC's crying that they can't do animation canceling. >:)
Sign In or Register to comment.