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There is PvP in my PvE! FIX IT!!!

Ch4mpTW
Ch4mpTW
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https://youtu.be/VYekBW0ER3E

I don't like being animation cancel killed by NPC's, ZOS. Fix it. :trollface:

Long Story:
I was testing out my StamDK's new build, and figured I'd do a quick run of VMA with him. And this little oddity came about. Lmao. :D Either ZOS implemented an "aura mechanic" to NPC's similar to "spiritual pressure" from the Bleach fictional anime and manga franchise. Or, I just totally got animation cancel killed by an NPC. Cheat engine confirmed. Please ban them immediately. I got GG'd, and no rematch. :(
  • Doctordarkspawn
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    66204957.jpg\
  • WildWilbur
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    Ban this NPC! He jumped his Keep!
    "Call me a killjoy, but I think that because this is not to my taste, no one else should be able to enjoy it." Marge Simpson
  • ArchMikem
    ArchMikem
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    e74.gif
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Woeler
    Woeler
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    Lord save us
  • Ch4mpTW
    Ch4mpTW
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    66204957.jpg\

    Lol, the bad part is that this is occurring all over currently on PS4-NA. Not just in VMA. I was doing VAA a few hours before that, and literally within seconds of the axe(s) spawning, they appeared to animation cancel kill people, before tank could grab aggro of them. This is among the weirdest things I have ever seen on ESO. I don't know it's lag causing it, and or moves not being synchronizes properly. Or what it is. All I know is while it's funny looking back on it, it's causing a lot of irritation to myself and others experiencing it when it's actually occurring. With the humor being afterward and watching it once the moment(s) of frustration are over.
  • NyPetiwowp
    NyPetiwowp
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    l2p issue pls
  • Ch4mpTW
    Ch4mpTW
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    NyPetiwowp wrote: »
    l2p issue pls

    Lol, say what now? How? :D
  • NyPetiwowp
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    Ch4mpTW wrote: »
    NyPetiwowp wrote: »
    l2p issue pls

    Lol, say what now? How? :D

    One rapid strike takes 0.6s, you were killed in that long time! If you are an experienced player in vMSA you should have known that this boss will do this attack!
    You also start this miniboss-fight with 80% HP! Buff your vigor always when you are not on 100%! And sometime even that is not enough, when you start hearing the sound of the enemy rapid strikes dodge or block! Use your caltrops, endless hail and trap before the boss is in front of you, not after; and then use your dps rotation dots on your stam dk!
  • Armitas
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    The difficulty comes entirely from how buggy it is in there. The double CC's are especially fun, or the fears that take too long to break out of. I do not do VMA because I cannot tolerate this kind of gameplay. It has been like this since it came out and it disgusts me that they continue to allow such low quality gameplay through with no intent to fix or improve it.

    The first week it came out I did it for 9hrs, then rage quit the game for 3months because of this same BS, and back then it had a memory leak so it slowly got worse and worse. It's like entering a dungeon where ZOS gets to slap you in the face, poke you in the eye, and disrespect you for the low chance at a good weapon and the certain chance to lose a lot of resources trying.
    Edited by Armitas on August 29, 2016 11:16AM
    Retired.
    Nord mDK
  • Ch4mpTW
    Ch4mpTW
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    NyPetiwowp wrote: »
    Ch4mpTW wrote: »
    NyPetiwowp wrote: »
    l2p issue pls

    Lol, say what now? How? :D

    One rapid strike takes 0.6s, you were killed in that long time! If you are an experienced player in vMSA you should have known that this boss will do this attack!
    You also start this miniboss-fight with 80% HP! Buff your vigor always when you are not on 100%! And sometime even that is not enough, when you start hearing the sound of the enemy rapid strikes dodge or block! Use your caltrops, endless hail and trap before the boss is in front of you, not after; and then use your dps rotation dots on your stam dk!

    ...? O_O
  • Jade1986
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    Ch4mpTW wrote: »
    https://youtu.be/VYekBW0ER3E

    I don't like being animation cancel killed by NPC's, ZOS. Fix it. :trollface:

    Long Story:
    I was testing out my StamDK's new build, and figured I'd do a quick run of VMA with him. And this little oddity came about. Lmao. :D Either ZOS implemented an "aura mechanic" to NPC's similar to "spiritual pressure" from the Bleach fictional anime and manga franchise. Or, I just totally got animation cancel killed by an NPC. Cheat engine confirmed. Please ban them immediately. I got GG'd, and no rematch. :(

    That clearly was a case of bad breath. XD
  • NyPetiwowp
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    Armitas wrote: »
    The difficulty comes entirely from how buggy it is in there. The double CC's are especially fun, or the fears that take too long to break out of. I do not do VMA because I cannot tolerate this kind of gameplay. It has been like this since it came out and it disgusts me that they continue to allow such low quality gameplay through with no intent to fix or improve it.

    I've run 100s of vMSAs without any noticeable bugs, imo it's all about l2p.
    In this video it's not a bug, this is how fast rapid strikes work!
  • Jade1986
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    NyPetiwowp wrote: »
    Armitas wrote: »
    The difficulty comes entirely from how buggy it is in there. The double CC's are especially fun, or the fears that take too long to break out of. I do not do VMA because I cannot tolerate this kind of gameplay. It has been like this since it came out and it disgusts me that they continue to allow such low quality gameplay through with no intent to fix or improve it.

    I've run 100s of vMSAs without any noticeable bugs, imo it's all about l2p.
    In this video it's not a bug, this is how fast rapid strikes work!

    The enemy didnt even draw their weapon. That is not how it is supposed to work.
  • Armitas
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    NyPetiwowp wrote: »
    Armitas wrote: »
    The difficulty comes entirely from how buggy it is in there. The double CC's are especially fun, or the fears that take too long to break out of. I do not do VMA because I cannot tolerate this kind of gameplay. It has been like this since it came out and it disgusts me that they continue to allow such low quality gameplay through with no intent to fix or improve it.

    I've run 100s of vMSAs without any noticeable bugs, imo it's all about l2p.
    In this video it's not a bug, this is how fast rapid strikes work!

    Change name to VERY Rapid Strikes. Fixed.
    Retired.
    Nord mDK
  • NyPetiwowp
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    Ch4mpTW wrote: »
    NyPetiwowp wrote: »
    Ch4mpTW wrote: »
    NyPetiwowp wrote: »
    l2p issue pls

    Lol, say what now? How? :D

    One rapid strike takes 0.6s, you were killed in that long time! If you are an experienced player in vMSA you should have known that this boss will do this attack!
    You also start this miniboss-fight with 80% HP! Buff your vigor always when you are not on 100%! And sometime even that is not enough, when you start hearing the sound of the enemy rapid strikes dodge or block! Use your caltrops, endless hail and trap before the boss is in front of you, not after; and then use your dps rotation dots on your stam dk!

    ...? O_O

    What don't you understand? I know my english isn't always 100% grammatically correct, but I think it's very understandable!
  • Jade1986
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    Armitas wrote: »
    NyPetiwowp wrote: »
    Armitas wrote: »
    The difficulty comes entirely from how buggy it is in there. The double CC's are especially fun, or the fears that take too long to break out of. I do not do VMA because I cannot tolerate this kind of gameplay. It has been like this since it came out and it disgusts me that they continue to allow such low quality gameplay through with no intent to fix or improve it.

    I've run 100s of vMSAs without any noticeable bugs, imo it's all about l2p.
    In this video it's not a bug, this is how fast rapid strikes work!

    Change name to VERY Rapid Strikes. Fixed.

    Clearly it should be a whisper shout from skyrim, because enemy didnt even raise his / her hands.
  • Armitas
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    Oh yeah this is the dungeon where I realized that there is no longer a negative feed back section within the game. There are 2 positive feedback sections though. Here is the list.

    • Crash/Blocks Progress
    • Exploit
    • Impairs Functionality
    • Delays Progress
    • Cosmetic
    • Pleasant Surprise
    • That's Awesome!
    Edited by Armitas on August 29, 2016 11:27AM
    Retired.
    Nord mDK
  • Ara_Valleria
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    Ch4mpTW wrote: »
    .... ZOS implemented an "aura mechanic" to NPC's similar to "spiritual pressure" from the Bleach fictional anime and manga franchise....

    That would actually be kinda cool !!

    3oz8xyxujdcyFALgDC.gif
    Edited by Ara_Valleria on August 29, 2016 11:52AM
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  • Ch4mpTW
    Ch4mpTW
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    NyPetiwowp wrote: »
    Ch4mpTW wrote: »
    NyPetiwowp wrote: »
    Ch4mpTW wrote: »
    NyPetiwowp wrote: »
    l2p issue pls

    Lol, say what now? How? :D

    One rapid strike takes 0.6s, you were killed in that long time! If you are an experienced player in vMSA you should have known that this boss will do this attack!
    You also start this miniboss-fight with 80% HP! Buff your vigor always when you are not on 100%! And sometime even that is not enough, when you start hearing the sound of the enemy rapid strikes dodge or block! Use your caltrops, endless hail and trap before the boss is in front of you, not after; and then use your dps rotation dots on your stam dk!

    ...? O_O

    What don't you understand? I know my english isn't always 100% grammatically correct, but I think it's very understandable!

    I made that emote/emoji, because I don't see how it'd be possible to react that fast to an enemy that hasn't even had their weapon drawn. Let alone made any action(s) that depicted them attacking me. They literally walked towards me, and I got melted. Lmao. I got rekt. XD
    Edited by Ch4mpTW on August 29, 2016 11:48AM
  • Shogunami
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    Animation cancelling is daft and ruins the game for this exact reason. No differences between PvP and PvE in this regard - you don't see attack, get hit, die.
    And devs say that visual cues are of paramount importance because otherwise it ruins the gaming experience.

    Hate to break it to you ZOS, but you ruined the game experience by allowing it. Refine combat instead :))))

    plzkthxbb
    -
    "I think Orcs first turned a bear head into food because it looks amazing." -Orzorga.
  • Preyfar
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    This is pretty common. A lot of the NPC attacks in VMA appear to do their damage the moment the enemy performs their attack. There's a few enemies, especially on that stage and on stage 9, that kill me without ever performing an attack. It's not lag, it's just that the damage is applied before the animation.

    And it sucks.
  • Ch4mpTW
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    Preyfar wrote: »
    This is pretty common. A lot of the NPC attacks in VMA appear to do their damage the moment the enemy performs their attack. There's a few enemies, especially on that stage and on stage 9, that kill me without ever performing an attack. It's not lag, it's just that the damage is applied before the animation.

    And it sucks.

    You know, I think you may be onto something with that. Because honest to goodness, I've had weird deaths both in VMA and outside of VMA alike. And it just seemed as though I got melted, while the enemy appeared to do nothing but spawn or walk in my direction. As I said previously, people in a VAA run earlier got merked from axes that just managed to appear and float by. They made no swinging motions or any of that, and bodies just dropped. Lmao.
  • Preyfar
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    Ch4mpTW wrote: »
    You know, I think you may be onto something with that. Because honest to goodness, I've had weird deaths both in VMA and outside of VMA alike. And it just seemed as though I got melted, while the enemy appeared to do nothing but spawn or walk in my direction. As I said previously, people in a VAA run earlier got merked from axes that just managed to appear and float by. They made no swinging motions or any of that, and bodies just dropped. Lmao.
    Yeah. I started to rage long ago. I've done VMA a ridiculous amount of times (80+ at least) and I started noticing on some really questionable deaths that, time and time again, I'd just take a crapload of damage instantly and die. I started recording runs to try to figure out what was killing me, and each time the enemy flinched... and I just died. And that's what I started to realize that the damage was being applied before the animation was finished.

    But VMA is weird in particular. It doesn't appear to be lag, but I've died some deaths that just make me want to scream (e.g. I'm in DEAD CENTER of the cleanse field on stage 7, yet I still died from a poison mushroom?).
  • vladimilianoub17_ESO1
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    Ch4mpTW wrote: »
    https://youtu.be/VYekBW0ER3E

    I don't like being animation cancel killed by NPC's, ZOS. Fix it. :trollface:

    Long Story:
    I was testing out my StamDK's new build, and figured I'd do a quick run of VMA with him. And this little oddity came about. Lmao. :D Either ZOS implemented an "aura mechanic" to NPC's similar to "spiritual pressure" from the Bleach fictional anime and manga franchise. Or, I just totally got animation cancel killed by an NPC. Cheat engine confirmed. Please ban them immediately. I got GG'd, and no rematch. :(

    I dont see anything wrong.NPC clearly told you " now you die" and thats what happened. XD
  • Qbiken
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    ArchMikem wrote: »
    e74.gif

    1 awsome for you for using Soku :). 2 awsome if you would´ve used something from Legend of Korra XD
  • altemriel
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    Ch4mpTW wrote: »
    https://youtu.be/VYekBW0ER3E

    I don't like being animation cancel killed by NPC's, ZOS. Fix it. :trollface:

    Long Story:
    I was testing out my StamDK's new build, and figured I'd do a quick run of VMA with him. And this little oddity came about. Lmao. :D Either ZOS implemented an "aura mechanic" to NPC's similar to "spiritual pressure" from the Bleach fictional anime and manga franchise. Or, I just totally got animation cancel killed by an NPC. Cheat engine confirmed. Please ban them immediately. I got GG'd, and no rematch. :(



    probably a bug or just lag..
  • Reverb
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    Armitas wrote: »
    Oh yeah this is the dungeon where I realized that there is no longer a negative feed back section within the game. There are 2 positive feedback sections though. Here is the list.

    • Crash/Blocks Progress
    • Exploit
    • Impairs Functionality
    • Delays Progress
    • Cosmetic
    • Pleasant Surprise
    • That's Awesome!

    Yeah, I laughed when I saw this change the first time. I saw it for exactly what it was, and it's sad to be on the other side of it. I've worked for a few tech companies that employed these strategies to improve customer service numbers. The intent is not to improve actual customer service (clearly), but merely to improve the metrics that get reported to the board. It's what happens when you want it to look like your product quality has improved, without actually putting the effort into improving anything.

    Goal 1: reduce new ticket count. Easily accomplished by: making it more difficult for customers to report issues. Reduce the methods of opening tickets (zeni did this by removing the phone line to report), and/or make the remaining processes more difficult to navigate. I've personally implemented zeni's method of removing the categories associated with most known issues. I'm not proud, but it's effective.

    Goal 2: reduce average ticket resolution time. Easily accomplished by: launching auto close functionality with a robust keyword index that inserts common knowledge base passages. Acknowledging that the "resolution" will address 25% or less of the issues, but less than half of the people who got bad answers will bother to reopen their ticket. Many will be so turned off by the experience that they won't bother to open tickets for new issues that come up, furthering progress on goal 1.

    The logic for how to deal with people who do reopen their issue depends on which of the two goals is the client's highest priority. If the ticket count reduction is key, tickets will be reopened on request. If time-to-close reduction is the top goal, the reopen- request will result in a new ticket instead, allowing the fast "resolution" time of the initial ticket to stand.

    Again, these are the actions of a company looking to improve their image within the company, to higher management. These are not the actions of a company looking to improve their image with their customers or the general public, nor those of a company looking to provide a higher quality product than they currently do.

    It's both funny and more than a little sad.
    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
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