Emma_Eunjung wrote: »Why did ZOS add animation cancelling to ESO? Because all the alternatives were BAD. If the devs had coded ALL actions to lock out other actions until their animations were finished, combat in ESO would feel extremely sluggish and unresponsive. This is NOT what most players want from ESO, especially the players who came from a background of the Elder Scrolls single player games, which are known for their snappy combat. Animation cancelling is not a bug, it's a feature... and a good feature in my opinion.
KiraTsukasa wrote: »To quote a Bioware dev on the subject of animation cancelling during Mass Effect 3 multiplayer matches:
"Sounds to me like clever use of game mechanics."
Imo it's clear and in black and white right there. Third party hardware and software giving players advantages in playing abilities. Advantages players without such third party hardware and software lack. Looking the other way when players clearly violate the ToS gives a bad taste in my mouth.ToS from EsoYou agree not to use any hardware or software or any other method of support that is not authorized by ZeniMax or that may in any way influence or advantage Your playing abilities, or influence or advantage Your use of the Services. Third party tools, the use of ‘bots’, “speed hacks”, “deep-link”, “page-scrape”, “robot”, “spider”, algorithm or other programs that copy or monitor any part of the Services (including, but not limited to, the Game(s) and/or forums).
Nothing about macros being illegal
Animation cancelling doesn't equate to responsive combat. That's a lame excuse to keep such an exploit in the game. Responsive combat means your character reacts as you execute your skills. When I use animation cancelling I feel disconnected from my character. He's doing one thing on screen while I'm having him do something else... something I don't even see. If I use attack #1 and then instantly use attack #2, the responsive reaction would be attack #1 gets interrupted and attack #2 starts.
Animation cancelling doesn't equate to responsive combat. That's a lame excuse to keep such an exploit in the game. Responsive combat means your character reacts as you execute your skills. When I use animation cancelling I feel disconnected from my character. He's doing one thing on screen while I'm having him do something else... something I don't even see. If I use attack #1 and then instantly use attack #2, the responsive reaction would be attack #1 gets interrupted and attack #2 starts.
It's something you practice, and it does feel more reesponsive actually. Being able to weapon swap immediately, or block the moment you give the command to, fire a light or heavy attack right when you want to and not a little bit after the animation. It is more responsive, even for those who have,'t mastered animation cancelling yet. It's not that hard, just keep trying to do it.
It's not an exploit either, it's a fair mechanic.
Forestd16b14_ESO wrote: »So any reason why we can't get rid of both? Get rid of macros and animation cancelling. Just sayin.
Animation cancelling > Part of the game.
Using third party (not in the game) stuff > Not allowed.
/thread.
It's not an exploit either, it's a fair mechanic.
rager82b14_ESO wrote: »The problem is One developer said that it was not intended. The other one said it is.
It seems like the devs are kinda clueless. As anyone can plainly understand that something that hits you that you can't see is bad game design.
ontheleftcoast wrote: »On my main bar I have '4' bound to Conjured Ward and '5' bound to Critical Surge. If I press and release 4 then press and release 5 both animations play out but if I use rollover and press them at the same time only one animation plays. However I get both spells cast. That's rollover taking advantage of the ZOS coding decision on packet delays.
Forestd16b14_ESO wrote: »So any reason why we can't get rid of both? Get rid of macros and animation cancelling. Just sayin.
KiraTsukasa wrote: »To quote a Bioware dev on the subject of animation cancelling during Mass Effect 3 multiplayer matches:
"Sounds to me like clever use of game mechanics."
Imo Animation cancelling is a good feature. If we get rid of that the combat gameplay will be much less responsive. And once combat gameplay fails in ESO we're pretty much done.
I love the combat system in ESO as it is at this very moment. In fact, this is what hooked me to the game in the first place and what has kept me here. The fact that despite being an RPG, it plays very much like an action oriented game with fast-paced combat, demand for quick reflexes, and the option to improve your performance by improving your skill with the given interface. I don't want to play runescape. I don't want to play World of Warcraft. I don't want to play final fantasy. I want to play ESO. If a fundamental change is made that might jeopardize this most cherished aspect of the game to me, I can't guarantee I'll stick around.
Removing animation canceling in my view will definitely make the game more clunky and unresponsive. This is because it will disable our ability to weave and chain abilities as we currently can, and that is a staple of how combat works in this game. Period. Feel free to disagree, idc. Everyone is entitled to an opinion, sure. But here is my opinion: Don't fix what ain't broken. Cus then you run the risk of actually breaking what was and is the shining success of this game, its brilliant combat system.
And just a side note, if you can't compete in PvP now and can't complete vet dungeons and you think animation canceling is the reason, I guarantee you will still suck should this be removed.
In short: Git gud and L2P. Stop trying to fundamentally change the game to cater to your incompetence. A fundamental change like this is like opening pandora's box, and will have much broader and resounding ramifications than you can readily anticipate.
I love the combat system in ESO as it is at this very moment. In fact, this is what hooked me to the game in the first place and what has kept me here. The fact that despite being an RPG, it plays very much like an action oriented game with fast-paced combat, demand for quick reflexes, and the option to improve your performance by improving your skill with the given interface. I don't want to play runescape. I don't want to play World of Warcraft. I don't want to play final fantasy. I want to play ESO. If a fundamental change is made that might jeopardize this most cherished aspect of the game to me, I can't guarantee I'll stick around.
I love the combat system in ESO as it is at this very moment. In fact, this is what hooked me to the game in the first place and what has kept me here. The fact that despite being an RPG, it plays very much like an action oriented game with fast-paced combat, demand for quick reflexes, and the option to improve your performance by improving your skill with the given interface. I don't want to play runescape. I don't want to play World of Warcraft. I don't want to play final fantasy. I want to play ESO. If a fundamental change is made that might jeopardize this most cherished aspect of the game to me, I can't guarantee I'll stick around.
Removing animation canceling in my view will definitely make the game more clunky and unresponsive. This is because it will disable our ability to weave and chain abilities as we currently can, and that is a staple of how combat works in this game. Period. Feel free to disagree, idc. Everyone is entitled to an opinion, sure. But here is my opinion: Don't fix what ain't broken. Cus then you run the risk of actually breaking what was and is the shining success of this game, its brilliant combat system.
And just a side note, if you can't compete in PvP now and can't complete vet dungeons and you think animation canceling is the reason, I guarantee you will still suck should this be removed.
In short: Git gud and L2P. Stop trying to fundamentally change the game to cater to your incompetence. A fundamental change like this is like opening pandora's box, and will have much broader and resounding ramifications than you can readily anticipate.
rager82b14_ESO wrote: »I love the combat system in ESO as it is at this very moment. In fact, this is what hooked me to the game in the first place and what has kept me here. The fact that despite being an RPG, it plays very much like an action oriented game with fast-paced combat, demand for quick reflexes, and the option to improve your performance by improving your skill with the given interface. I don't want to play runescape. I don't want to play World of Warcraft. I don't want to play final fantasy. I want to play ESO. If a fundamental change is made that might jeopardize this most cherished aspect of the game to me, I can't guarantee I'll stick around.
Removing animation canceling in my view will definitely make the game more clunky and unresponsive. This is because it will disable our ability to weave and chain abilities as we currently can, and that is a staple of how combat works in this game. Period. Feel free to disagree, idc. Everyone is entitled to an opinion, sure. But here is my opinion: Don't fix what ain't broken. Cus then you run the risk of actually breaking what was and is the shining success of this game, its brilliant combat system.
And just a side note, if you can't compete in PvP now and can't complete vet dungeons and you think animation canceling is the reason, I guarantee you will still suck should this be removed.
In short: Git gud and L2P. Stop trying to fundamentally change the game to cater to your incompetence. A fundamental change like this is like opening pandora's box, and will have much broader and resounding ramifications than you can readily anticipate.
LMAO make the game clunky? It is clunky because hits happen that you can't see. You can't react to invis swings.
So going to toss the L2p back at you. People who don't want it change, want to abuse a system that people would be able to time blocks and counter, but can't see it coming so can't. So you want to dumb down the combat.
It works both ways.
I love the combat system in ESO as it is at this very moment. In fact, this is what hooked me to the game in the first place and what has kept me here. The fact that despite being an RPG, it plays very much like an action oriented game with fast-paced combat, demand for quick reflexes, and the option to improve your performance by improving your skill with the given interface. I don't want to play runescape. I don't want to play World of Warcraft. I don't want to play final fantasy. I want to play ESO. If a fundamental change is made that might jeopardize this most cherished aspect of the game to me, I can't guarantee I'll stick around.
Again, animation cancelling does not equal responsive combat. None of what you describe above would change if they fixed animation cancelling. You guys act like animation cancelling takes leet skills. It doesn't.