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Animation canceling

  • Araxleon
    Araxleon
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    Araxleon wrote: »
    3.Its just gonna make the game more predictable and slower...Like really slow..

    Well this is just flat out false.

    They could easily tweak damage or health values to make the game the same speed as it is now.

    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
  • Obscure
    Obscure
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    UrQuan wrote: »
    Obscure wrote: »
    PKMN12 wrote: »
    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.
    Yeah, no world-famous iconic game would ever do something like that.
    *cough* Space Invaders *cough*
    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.

    Simply put, never use an exception to a rule to define a rule. Design failures rarely result in anything good, and for every one exception to it, there are hundreds of thousands or more that verify it. Animation cancelling is a failure pure and simple, and it confers no better understanding of the art of game design that we didn't already know NOT to do over a decade ago, no accidental breakthroughs to see there. It fails to achieve both the design intent and fails to contribute to bettering the art of game design, if even unintentionally. Just another failure in a vast archive of failures for the case study of "You see that? Don't do that.".
  • golfer.dub17_ESO
    golfer.dub17_ESO
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    Grao wrote: »
    Without animation cancelling Combat in ESO would be reduced to mindless button pressing; even monkeys can do that.

    If the only way to make sure your game has depth is to implement animation glitches on purpose then perhaps there's something seriously wrong with the base game itself.
  • r.jan_emailb16_ESO
    r.jan_emailb16_ESO
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    Grao wrote: »
    Without animation cancelling Combat in ESO would be reduced to mindless button pressing; even monkeys can do that.

    If the only way to make sure your game has depth is to implement animation glitches on purpose then perhaps there's something seriously wrong with the base game itself.

    It's not about glitches; it's a result of the design. If you would remove animation skipping, you couldn't block like you can right now for example. You would have to wait for your current animation to end, and then block (or dodge); this would mean that they'd have to redesign the entire mechanic.
    Lairgren | DC Dragonknight - August Palatine
    playing for eXile


    I'm done, CU somewhere else.
  • Obscure
    Obscure
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    Grao wrote: »
    Without animation cancelling Combat in ESO would be reduced to mindless button pressing; even monkeys can do that.

    If the only way to make sure your game has depth is to implement animation glitches on purpose then perhaps there's something seriously wrong with the base game itself.

    I think you're running into arguing against someone who doesn't understand the stark difference between SKILL cancelling and ANIMATION cancelling. Allow me to expand upon your statement.

    Animations in most games, MMO'S particularly, match a action/skill/ability/spell activation/casting time. Cancellation of the skill/ability/spell during the cast time cancels the entirety of the action/skill/ability/spell, and this holds true for skills with cast times in ESO (even actions like opening a chest have an activation/cast time that if cancelled, cancel the action). The mismatch in ESO stems from skills having animations but no cast time (I.E. instant), allowing for cancellation of the animation without ever cancelling the skill. The proper design strategy would be to go through every skill, and assign a cast time to them equal to their animation time, be it as little as ¼ of a second. This would remove the animation glitching, creating a much smoother look to combat, and create an intuitive combat system (ex: if you're swinging a sword and stop mid swing, you don't hit anything, which just plain makes sense, I.E. is intuitive, to anyone whether they understand game play or not).

    Skill cancelling = Good thing
    Animation cancelling = Bad thing

    Skill cancelling ≠ Animation cancelling
  • golfer.dub17_ESO
    golfer.dub17_ESO
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    Araxleon 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


    I didn't say removing animation canceling would be easy.

    I'm saying if they did remove animation canceling, they could simply speed up the animations or increase damage in order to keep dps values the same. Which would be fairly easy.
    Edited by golfer.dub17_ESO on May 9, 2015 6:47PM
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