golfer.dub17_ESO wrote: »
A good point but very different context. It's not like games in general are designed to lag down the game when more assets are on screen than the system memory can handle. That is still a bad thing in game design. The reason it worked for Space Invaders was the accidental invention of scaling difficulty proportional to player progression, something that is good game design that owes its origin to an accident, like post-it-notes, or penacilin.Yeah, no world-famous iconic game would ever do something like that.they have already said they are not going to fix it, first off
also, it is an unintentional side effect (That the devs have said they actually did not mind at all) that is impossible possible but time consuming to fix without majorly effecting how combat works, like adding a global cooldown cast time equivalent to a skills animation like most any other development studio does.
Edited errors.
P.S. it's a bug they are unwilling to fix so they labeled it a "feature of ESO's combat system"... it's flat out lazy design, call it what it is. I'm fine with it, but it's effin' lazy to get an unintended result and deliberately leave it in, sacrificing the actual creative vision in the name of ones own ineptitude.
*cough* Space Invaders *cough*
golfer.dub17_ESO wrote: »
golfer.dub17_ESO wrote: »
If it was that easy ZOS would of done it by now.
You are current if they adjust the damage values etc etc, but if they do not well it would be slower, They havent even announced animation canceling in the works ATLEAST they announced they are looking into changing how blocking works