GrimMauKin wrote: »I've always hated the targeting and the exaggerated range from which you can be hit but I'm having a real problem with the fact that MOBS are not solid to each other and tend to occupy the same space. This makes targeting pretty tough, means that you can get hit by just about everything in a pack simultaneously and can't bottleneck a group of MOBS through landscape features or a doorway.
In general I feel that TESO favours toe-to-to slugfests at the expense of battlefield awareness and placement/mobility.
Just because you can't spot bad code doesn't mean others can't. Trying to project your own ignorance onto me still makes you the one who is ignorant.
If you heard the name of the programming language, i've used it. Plus a bunch you probably never heard of. Started out as a machine code programmer in 1978.
I've been working on all sorts of projects in countries all over the world, including many years spent in the gaming industry.
Have you done any profiling on the ESO client app and the client/server communication protocol?
No? Thought so. I have ...
firstdecan wrote: »GrimMauKin wrote: »I've always hated the targeting and the exaggerated range from which you can be hit but I'm having a real problem with the fact that MOBS are not solid to each other and tend to occupy the same space. This makes targeting pretty tough, means that you can get hit by just about everything in a pack simultaneously and can't bottleneck a group of MOBS through landscape features or a doorway.
In general I feel that TESO favours toe-to-to slugfests at the expense of battlefield awareness and placement/mobility.
It took me a while to 'come to terms' with the 'tactical limits' of the game. I agree with the OP that you shouldn't be targetable once LoS is broken, but the game doesn't seem to support that. It's pretty much point and click, it doesn't have the same physics as an FPS. I'm not saying that's good or bad, just making the observation.
I don't know if I'd go so far as to say that makes the code crap, I'll leave that judgment to @SirAndy. I would definitely be interested in some of the rationale behind his proclamation.
Actually, you can. It's against the TOS and as such not recommended, but most certainly possible.you know very well that you can't 'read' the quality of the code, by using the software.
Callous2208 wrote: »The rationale is, "I am leet god of coding. Trust me when I tell you it's crap. You know I'm legit, just look how smug I am. Insert I'm so cool bruh smiley emote."
Actually, you can. It's against the TOS and as such not recommended, but most certainly possible.
Let's start with the obvious:
- All the internally used LUA scripts can be data-mined and read in clear text.
- All the rendering shaders can be data-mined and read in clear text.
- All the used 3rd party libraries can be determined and their function call tables can be extracted.
- All the assembly code can be cross referenced with said library functions (including native OS DLL function tables).
- The ESO client memory pages can be examined (and modified!) at runtime.
- The ESO client/server protocol data packets can be sniffed and decoded at runtime.
The result is a fairly complete and accurate code reference as well as a more or less complete data structure reference.
Armed with that and years of experience in profiling and optimizing low level gaming code, one can draw many conclusions to the quality of the programming that went into the ESO app.
Actually, you can. It's against the TOS and as such not recommended, but most certainly possible.
Let's start with the obvious:
- All the internally used LUA scripts can be data-mined and read in clear text.
- All the rendering shaders can be data-mined and read in clear text.
- All the used 3rd party libraries can be determined and their function call tables can be extracted.
- All the assembly code can be cross referenced with said library functions (including native OS DLL function tables).
- The ESO client memory pages can be examined (and modified!) at runtime.
- The ESO client/server protocol data packets can be sniffed and decoded at runtime.
The result is a fairly complete and accurate code reference as well as a more or less complete data structure reference.
Armed with that and years of experience in profiling and optimizing low level gaming code, one can draw many conclusions to the quality of the programming that went into the ESO app.
It gives you an idea, but doesn't tell all. Besides, that's a pretty heavy task that would cost you some time.
You spend that time or do you have a life?
I never said "tell all". But certainly tell a lot. Also helps to have the right tools for the task.It gives you an idea, but doesn't tell all. Besides, that's a pretty heavy task that would cost you some time.
You spend that time or do you have a life?
Callous2208 wrote: »
40 years in the biz I'd say he's got the time. His grandkids can't visit every day now that they're in high school.

Actually, you can. It's against the TOS and as such not recommended, but most certainly possible.you know very well that you can't 'read' the quality of the code, by using the software.
Let's start with the obvious:
- All the internally used LUA scripts can be data-mined and read in clear text.
- All the rendering shaders can be data-mined and read in clear text.
- All the used 3rd party libraries can be determined and their function call tables can be extracted.
- All the assembly code can be cross referenced with said library functions (including native OS DLL function tables).
- The ESO client memory pages can be examined (and modified!) at runtime.
- The ESO client/server protocol data packets can be sniffed and decoded at runtime.
The result is a fairly complete and accurate code reference as well as a more or less complete data structure reference.
Armed with that and years of experience in profiling and optimizing low level gaming code, one can draw many conclusions to the quality of the programming that went into the ESO app.
riverdragon72 wrote: »i am so ****ing sick of being targeted through walls, sewer corridors huge granite cliffs, around corners, etc trying to escape the over glomming zergs, only to be targeted, cc'd sheild bashed, charged and what ever the hell else while I should be on a semi clear escape route. WTF.