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On Animation Canceling, Yes, Again

  • alexj4596b14_ESO
    alexj4596b14_ESO
    ✭✭✭
    @VaranisArano

    Alright let's look at this statement. A person in my situation cant perform to the expectation of ZoS or the community. So let's establish some a basic rule set of thing no one wants to see.

    1. Automations of the light attack and heavy attacks.
    2. Being unable to block in a emergency situation.
    3. Takeing away "skillful play"
    4. Removing the interesting combat of ESO.

    These above things are things no one wants, even myself.

    Let's address each point.

    Light and heavy attack automation is a no go for myself and light attack waving is something people likes myself find very difficult to do.

    Solution A to this would be making sure animation up to a certain point are forced to go off. This would slow animations down for people like us but still keep the skillful play. This would cost money and time for ZoS it's a down side.

    Solution B is adaptive technologies to help animate what other does can do easily. I.E Mouse/Keyboard Macro to launch a light attack a Skill and a Block within a given range of seconds that would be provided by ZoS. This would not change the combat of ESO, ZoS has to put almost no rescources in to deal with it. Down side is PvP and people will try to take advantage of the situation.

    Solution C would adapt animation to happen in a series of events by up to 3 actions. I don't like this one at all. Myself its way to static.

    Solution D At the activation of a Skill a light attack is automatically initiated as part of the skill. The animation does not need to go off the damage just needs to accompany the skills attack and could be turned off in the ESO settings. This would not remove light attacks from the game only assist those who can't weave correctly or who don't like the whole animation canceling thing. Down side is ZoS has to place rescources into this, but is dose develop a non-ToS violating way to solve the problem.

    There are solutions they are just hard.

    Yep. All of those are potential solutions that ZOS could choose to implement if they deem it worth the time and $$$ to do so.

    They might choose to make those changes, deeming it worth the time, effort, and $$$ to benefit some players who struggle under the status quo.

    They might choose not to spend the time, effort, and $$$ to change the status quo, even though some players struggle, deeming it not worth the return on their investment.

    We don't know. That's the type of future development that's in ZOS' hands.

    We do know that ZOS hasn't done it. Instead, they've continued to make long animations exceeding the GCD that can be canceled and have chosen to buff light attack damage and encourage weaving.

    My personal opinion is that bringing up pain points like this is worthwhile, but ultimately whether or not they get addressed comes down to whether or not its worth the time, effort, and $$$ for ZOS to change. ZOS will want a return on their investment. And I don't have the data to talk about how substantial that investment of time, effort, or $$$ would be, but I expect that ZOS has certainly done the math - and if its favorable, we'll see changes in future updates. If its not favorable, we won't.

    One of these solution cost ZoS nothing. Again those of us who want an alternative to forced canceling to be "acceptable" or "viable" in the game just want an alternative that does not violate TOS.
  • exeeter702
    exeeter702
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    ✭✭
    exeeter702 wrote: »
    exeeter702 wrote: »
    mandricus wrote: »
    Animation canceling is what makes this game so interesting. If you are not able to practice it properly it's your problem, not the game's fault. Stop complaining about the real, true very interesting mechanic this game has.

    So basically **** the people who can't do it due to something they can't help. Amazing solution.

    And herein lies the rabbit hole on these forums with "animation canceling" You have one camp that has convinced themselevs that animation canceling is some advanced excution technique that heightens the gameplay system and creates a high skill ceiling (it is not and it does not) and another camp that takes this false belief and automatically takes the stance against it because of some kind of limitations they have when in reality there is no advanced physical demand to begin with.

    Misinformation spirials this entire subject and it will never end.

    Let's address this.

    A person who is missing fingers, has nerve damage in certain areas of the hand, has had a brain aneurysm or was born with a mental inability to coordinate motor control of their extremities.

    A person who is missing fingers is missing the extremities to perform the action.

    A person with nerve damage to the hand would be unable manipulate the extremities in a way that could preform fast, accurate and sequenced actions repetitively.

    A person who has had a brain aneurysm may that has not immobilized an extremities complete but limmited range of motion these people wouldn't be able to so perform because of the lack adapt tools or ToS requirements.

    A person with ADD/ADHD or similar conditions who has motor coordination, memory recall and memory loss over the short term would not be able to coordinate, remember or even input the correct sequence with equal error to a average player.

    All of these are very possible and have solutions.

    And none of those disabilities serve as an inhibitor to animation canceling anymore than they do to the game in general.

    Let examine how animation canceling works.

    Animation canceling requires that a person be able to input information via button pres at a certain speed as minimum requirement. We know the GCD is 1 Second and that to weve or animation cancel you preform 1 - 2 other actions in a repeating sequence. This sequence would have to be fast enough to be lower then 2s but couldn't be faster then 1.001 seconds. This would have to occur in a repeating sequence 100s of times in a row with little to no error. Anyone with the stated issues would have to adapt to macros, alter keys bindings or just not do it.

    There are numerous things in this game that require similar reaction times. Again physical disabilities impede ones ability to play the game, but this is not exclusive to animation canceling. There is nothing to solve. You are conflating being upset that you cant weave light attacks which is a basic gameplay function and canceling recovery animations which is also a basic gameplay function. Having a disability doesnt elevate anything beyond having difficulty simply playing the game. Animation canceling has nothing to do with it.
    Edited by exeeter702 on February 24, 2019 7:24PM
  • alexj4596b14_ESO
    alexj4596b14_ESO
    ✭✭✭

    @VaranisArano

    Alright let's look at this statement. A person in my situation cant perform to the expectation of ZoS or the community. So let's establish some a basic rule set of thing no one wants to see.

    1. Automations of the light attack and heavy attacks.
    2. Being unable to block in a emergency situation.
    3. Takeing away "skillful play"
    4. Removing the interesting combat of ESO.

    These above things are things no one wants, even myself.

    Let's address each point.

    Light and heavy attack automation is a no go for myself and light attack waving is something people likes myself find very difficult to do.

    Solution A to this would be making sure animation up to a certain point are forced to go off. This would slow animations down for people like us but still keep the skillful play. This would cost money and time for ZoS it's a down side.

    Solution B is adaptive technologies to help animate what other does can do easily. I.E Mouse/Keyboard Macro to launch a light attack a Skill and a Block within a given range of seconds that would be provided by ZoS.

    Solution C would adapt animation to happen in a series of events by up to 3 actions. I don't like this one at all. Myself its way to static.

    There are solutions they are just hard.

    You forgot solution D, find a new game that you can play or even solution E, stick to content that you can complete without weaving. There are solutions where the only thing that needs to change is you.

    I see so we are to pay for content we cant do because of something far out of the control of that person. So basically we bought a game to play with the expectation that wet can play all content but because of either a community unable to adapt or allow people like us to adapt which is the morning common practice it's go away or get over it? Hmm that sounds like something alright.

    I'm honestly curious. Is the bolded part a reasonable expectation for everyone?

    Because I can see it both ways. In fact, I often see this distinction brought up by people on both sides of this argument.

    If you can't perform your role, you won't be able to complete ALL the content. This is an MMO, not a singleplayer TES game that's easy to complete.

    But on the other hand, should the game implement mechanics that can't be reasonably learned by all players (as the argument against animation cancelling and light attack weaving alleges)?


    Is ESO in fact a game where you should have the "expectation that we can play all content" ?

    If I purchase a product and it says I can fly! I read the directions, descriptions and everything related to this product. Nothing in this product states that being unable perform X actions will not allows you to fly. So under advisement of the products own literature there are no potential limitations to this product so I purchase this product. I expect to be able to to fly, but actually I'm to heavy to fly. But no where did it say that their is a weight limit. Now obviously this is an extreme example. ESO is the only modern mainstream game I'm aware of that has this problem where visual cues are created to make a player aware of what occuring in order to respond to them but allows for visual cues to be canceled. Which pevents a player from understanding what's occuring to there player character also preventing a response. Now in PvE this is nearly impossible to track if someone is useing adaptive technologies to help but I'm a situation where it's competitive it would definitely be easier to detect. This is what causes the disparity between those who can and those who cant and are prevented from adapting.
  • Tonturri
    Tonturri
    ✭✭✭✭✭
    How injured do you have to be to not be able to press two buttons?

    On another note, let's please not lower the ceiling to the absolute lowest common denominator, especially when there are designated easy builds that actually work (heavy attack sorcs anyone?)
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    @VaranisArano

    Alright let's look at this statement. A person in my situation cant perform to the expectation of ZoS or the community. So let's establish some a basic rule set of thing no one wants to see.

    1. Automations of the light attack and heavy attacks.
    2. Being unable to block in a emergency situation.
    3. Takeing away "skillful play"
    4. Removing the interesting combat of ESO.

    These above things are things no one wants, even myself.

    Let's address each point.

    Light and heavy attack automation is a no go for myself and light attack waving is something people likes myself find very difficult to do.

    Solution A to this would be making sure animation up to a certain point are forced to go off. This would slow animations down for people like us but still keep the skillful play. This would cost money and time for ZoS it's a down side.

    Solution B is adaptive technologies to help animate what other does can do easily. I.E Mouse/Keyboard Macro to launch a light attack a Skill and a Block within a given range of seconds that would be provided by ZoS. This would not change the combat of ESO, ZoS has to put almost no rescources in to deal with it. Down side is PvP and people will try to take advantage of the situation.

    Solution C would adapt animation to happen in a series of events by up to 3 actions. I don't like this one at all. Myself its way to static.

    Solution D At the activation of a Skill a light attack is automatically initiated as part of the skill. The animation does not need to go off the damage just needs to accompany the skills attack and could be turned off in the ESO settings. This would not remove light attacks from the game only assist those who can't weave correctly or who don't like the whole animation canceling thing. Down side is ZoS has to place rescources into this, but is dose develop a non-ToS violating way to solve the problem.

    There are solutions they are just hard.

    Yep. All of those are potential solutions that ZOS could choose to implement if they deem it worth the time and $$$ to do so.

    They might choose to make those changes, deeming it worth the time, effort, and $$$ to benefit some players who struggle under the status quo.

    They might choose not to spend the time, effort, and $$$ to change the status quo, even though some players struggle, deeming it not worth the return on their investment.

    We don't know. That's the type of future development that's in ZOS' hands.

    We do know that ZOS hasn't done it. Instead, they've continued to make long animations exceeding the GCD that can be canceled and have chosen to buff light attack damage and encourage weaving.

    My personal opinion is that bringing up pain points like this is worthwhile, but ultimately whether or not they get addressed comes down to whether or not its worth the time, effort, and $$$ for ZOS to change. ZOS will want a return on their investment. And I don't have the data to talk about how substantial that investment of time, effort, or $$$ would be, but I expect that ZOS has certainly done the math - and if its favorable, we'll see changes in future updates. If its not favorable, we won't.

    One of these solution cost ZoS nothing. Again those of us who want an alternative to forced canceling to be "acceptable" or "viable" in the game just want an alternative that does not violate TOS.

    Just to make sure we're thinking of the same one, Solution B: adaptive macros allowed for people who need them?

    Idealistically, that's the easiest for ZOS to do - just talk to the legal department about how to determine need and change the TOS accordingly.

    I'm not experienced enough with game legal departments to say whether or not that actually is that easy or whether that would be opening a legal can of worms for what macros are allowed or not, or whether ZOS wants to put themselves in the position of determining "need".

    It looks easy on the surface. I'm not sure it actually is that easy. I don't know - ZOS would.

    However, its not like I need to be convinced of the merits or lack thereof for any possible solution.

    Its ZOS that has to be convinced that the return on their investment is worth changing the status who.
  • Stebarnz
    Stebarnz
    ✭✭✭✭✭
    WHAT IS THE PROBLEM WITH ANI CANCEL?

    I don't understand why people don't want this to exist, it doesn't hurt anybody.
    Don't give me the dps relies on it crap because you can pull 35k no ani cancel and that's plenty for 99% so give me a reason.
  • alexj4596b14_ESO
    alexj4596b14_ESO
    ✭✭✭
    exeeter702 wrote: »
    exeeter702 wrote: »
    exeeter702 wrote: »
    mandricus wrote: »
    Animation canceling is what makes this game so interesting. If you are not able to practice it properly it's your problem, not the game's fault. Stop complaining about the real, true very interesting mechanic this game has.

    So basically **** the people who can't do it due to something they can't help. Amazing solution.

    And herein lies the rabbit hole on these forums with "animation canceling" You have one camp that has convinced themselevs that animation canceling is some advanced excution technique that heightens the gameplay system and creates a high skill ceiling (it is not and it does not) and another camp that takes this false belief and automatically takes the stance against it because of some kind of limitations they have when in reality there is no advanced physical demand to begin with.

    Misinformation spirials this entire subject and it will never end.

    Let's address this.

    A person who is missing fingers, has nerve damage in certain areas of the hand, has had a brain aneurysm or was born with a mental inability to coordinate motor control of their extremities.

    A person who is missing fingers is missing the extremities to perform the action.

    A person with nerve damage to the hand would be unable manipulate the extremities in a way that could preform fast, accurate and sequenced actions repetitively.

    A person who has had a brain aneurysm may that has not immobilized an extremities complete but limmited range of motion these people wouldn't be able to so perform because of the lack adapt tools or ToS requirements.

    A person with ADD/ADHD or similar conditions who has motor coordination, memory recall and memory loss over the short term would not be able to coordinate, remember or even input the correct sequence with equal error to a average player.

    All of these are very possible and have solutions.

    And none of those disabilities serve as an inhibitor to animation canceling anymore than they do to the game in general.

    Let examine how animation canceling works.

    Animation canceling requires that a person be able to input information via button pres at a certain speed as minimum requirement. We know the GCD is 1 Second and that to weve or animation cancel you preform 1 - 2 other actions in a repeating sequence. This sequence would have to be fast enough to be lower then 2s but couldn't be faster then 1.001 seconds. This would have to occur in a repeating sequence 100s of times in a row with little to no error. Anyone with the stated issues would have to adapt to macros, alter keys bindings or just not do it.

    There are numerous things in this game that require similar reaction times. Again physical disabilities impede ones ability to play the game, but this is not exclusive to animation canceling. There is nothing to solve.

    Reaction time and sequenced actions are two very different things.

    A reaction to say a incoming event only requires one or maybe two reactions. For example a NPC is doing a heavy attack, I can roll or block. That is 1 action.Note that this reaction can occur over more then 3 seconds. It typically does not occur in under 2 second intervials with multiple imputs within the 1-2 second range. In the case of a player two Actions are going to be preform thats a non sequenced repetitive reaction.

    For example I am being attack by a melee player I am a ranged user with little to no armor. I know I need to get away. My kit allows 2 things that I am able to chose to perform, and 2 other actions that I don't chose. I chose which CC/Escape/deffsenive moves I have and the amount of key actions required to preform it. Then I have roll/block and of course runaway. So in that case of a CC that is one actions not a LA, skill, block sequence. In the case of a shield that is repetitive hitting the same button with no sequence such as LA,skill, block for canceling. Now in the case of a situation I am useing two skills to get away that is two actions that are sequenced Repetitive actions. example pushing button 1 and button 2 most likely not in a sequence depending on the actions effect. Now if I had to cancel the animation of a two actions it would be a sequence of LA,skill, block twice in a range of 1-2 seconds in a repetitive sequence x amount of time.

    Reaction vs Repetitive Sequences are very different.

    I fixed some Grammer issues...cuz I suck at English.
    Edited by alexj4596b14_ESO on February 24, 2019 7:44PM
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    @VaranisArano

    Alright let's look at this statement. A person in my situation cant perform to the expectation of ZoS or the community. So let's establish some a basic rule set of thing no one wants to see.

    1. Automations of the light attack and heavy attacks.
    2. Being unable to block in a emergency situation.
    3. Takeing away "skillful play"
    4. Removing the interesting combat of ESO.

    These above things are things no one wants, even myself.

    Let's address each point.

    Light and heavy attack automation is a no go for myself and light attack waving is something people likes myself find very difficult to do.

    Solution A to this would be making sure animation up to a certain point are forced to go off. This would slow animations down for people like us but still keep the skillful play. This would cost money and time for ZoS it's a down side.

    Solution B is adaptive technologies to help animate what other does can do easily. I.E Mouse/Keyboard Macro to launch a light attack a Skill and a Block within a given range of seconds that would be provided by ZoS.

    Solution C would adapt animation to happen in a series of events by up to 3 actions. I don't like this one at all. Myself its way to static.

    There are solutions they are just hard.

    You forgot solution D, find a new game that you can play or even solution E, stick to content that you can complete without weaving. There are solutions where the only thing that needs to change is you.

    I see so we are to pay for content we cant do because of something far out of the control of that person. So basically we bought a game to play with the expectation that wet can play all content but because of either a community unable to adapt or allow people like us to adapt which is the morning common practice it's go away or get over it? Hmm that sounds like something alright.

    I'm honestly curious. Is the bolded part a reasonable expectation for everyone?

    Because I can see it both ways. In fact, I often see this distinction brought up by people on both sides of this argument.

    If you can't perform your role, you won't be able to complete ALL the content. This is an MMO, not a singleplayer TES game that's easy to complete.

    But on the other hand, should the game implement mechanics that can't be reasonably learned by all players (as the argument against animation cancelling and light attack weaving alleges)?


    Is ESO in fact a game where you should have the "expectation that we can play all content" ?

    If I purchase a product and it says I can fly! I read the directions, descriptions and everything related to this product. Nothing in this product states that being unable perform X actions will not allows you to fly. So under advisement of the products own literature there are no potential limitations to this product so I purchase this product. I expect to be able to to fly, but actually I'm to heavy to fly. But no where did it say that their is a weight limit. Now obviously this is an extreme example. ESO is the only modern mainstream game I'm aware of that has this problem where visual cues are created to make a player aware of what occuring in order to respond to them but allows for visual cues to be canceled. Which pevents a player from understanding what's occuring to there player character also preventing a response. Now in PvE this is nearly impossible to track if someone is useing adaptive technologies to help but I'm a situation where it's competitive it would definitely be easier to detect. This is what causes the disparity between those who can and those who cant and are prevented from adapting.

    Sorry, I don't see it.

    Other people being able to animation cancel does not prevent you from being able to play PVP. You may not do as well as people who can recognize or use animation canceling, but you can certainly PVP. Since animation canceling is a currently intended mechanic, this is fine.

    At least, that's my experience as a PVPer. To be entirely fair, other PVPers may have a different opinion.


    In PVE, this hits the problem I pointed out.

    Does a game have a obligation to create mechanics such that every player can reasonably complete ALL the content?

    Or is it reasonable for a game to expect players to meet mechanics that are requured in order to complete ALL the content?

    If the former, then the current mechanic of animation cancelling and light attack weaving is a problem. (I assume you take this approach, please correct me if I'm wrong.)

    If the later, then the current mechanics are fine. Players who want to complete ALL the content need to be able to perform the mechanics.
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Sabbathius wrote: »
    A goodly portion of players (41% on the poll currently on front page)

    First of all, anyone who understand statistics, and especially polling techniques and related statistics, will tell you whatever forum poll you are referring to is entertainment value only and does not reflect the views of the player base for the game, not even the forum goers. Statistically it lacks value.
    Sabbathius wrote: »
    So let's try to define what people actually object to, and try to logically explain what is needed, and what, logically, makes no sense. This is going to be a long one, so buckle up.

    Second, you have not provided anything to suggest you are "defining" anything but your own opinion which is just your own opinion. Yes, you could cherry pick posts that support your opinion and it is common knowledge people tend to be more vocal when protesting something than supporting it.

    So in the end, this thread is nothing more than a thread form someone giving their own personal opinion and disguising it as though they are speaking with some authority for developing parameters and that could not be further from the case.

    I have no issues with people expressing their opinions but their is an issue when they try to disguise it with artificial authority and smoke and mirrors as has been done here.
    Edited by idk on February 24, 2019 7:45PM
  • alexj4596b14_ESO
    alexj4596b14_ESO
    ✭✭✭
    @VaranisArano

    Alright let's look at this statement. A person in my situation cant perform to the expectation of ZoS or the community. So let's establish some a basic rule set of thing no one wants to see.

    1. Automations of the light attack and heavy attacks.
    2. Being unable to block in a emergency situation.
    3. Takeing away "skillful play"
    4. Removing the interesting combat of ESO.

    These above things are things no one wants, even myself.

    Let's address each point.

    Light and heavy attack automation is a no go for myself and light attack waving is something people likes myself find very difficult to do.

    Solution A to this would be making sure animation up to a certain point are forced to go off. This would slow animations down for people like us but still keep the skillful play. This would cost money and time for ZoS it's a down side.

    Solution B is adaptive technologies to help animate what other does can do easily. I.E Mouse/Keyboard Macro to launch a light attack a Skill and a Block within a given range of seconds that would be provided by ZoS.

    Solution C would adapt animation to happen in a series of events by up to 3 actions. I don't like this one at all. Myself its way to static.

    There are solutions they are just hard.

    You forgot solution D, find a new game that you can play or even solution E, stick to content that you can complete without weaving. There are solutions where the only thing that needs to change is you.

    I see so we are to pay for content we cant do because of something far out of the control of that person. So basically we bought a game to play with the expectation that wet can play all content but because of either a community unable to adapt or allow people like us to adapt which is the morning common practice it's go away or get over it? Hmm that sounds like something alright.

    I'm honestly curious. Is the bolded part a reasonable expectation for everyone?

    Because I can see it both ways. In fact, I often see this distinction brought up by people on both sides of this argument.

    If you can't perform your role, you won't be able to complete ALL the content. This is an MMO, not a singleplayer TES game that's easy to complete.

    But on the other hand, should the game implement mechanics that can't be reasonably learned by all players (as the argument against animation cancelling and light attack weaving alleges)?


    Is ESO in fact a game where you should have the "expectation that we can play all content" ?

    If I purchase a product and it says I can fly! I read the directions, descriptions and everything related to this product. Nothing in this product states that being unable perform X actions will not allows you to fly. So under advisement of the products own literature there are no potential limitations to this product so I purchase this product. I expect to be able to to fly, but actually I'm to heavy to fly. But no where did it say that their is a weight limit. Now obviously this is an extreme example. ESO is the only modern mainstream game I'm aware of that has this problem where visual cues are created to make a player aware of what occuring in order to respond to them but allows for visual cues to be canceled. Which pevents a player from understanding what's occuring to there player character also preventing a response. Now in PvE this is nearly impossible to track if someone is useing adaptive technologies to help but I'm a situation where it's competitive it would definitely be easier to detect. This is what causes the disparity between those who can and those who cant and are prevented from adapting.

    Sorry, I don't see it.

    Other people being able to animation cancel does not prevent you from being able to play PVP. You may not do as well as people who can recognize or use animation canceling, but you can certainly PVP. Since animation canceling is a currently intended mechanic, this is fine.

    At least, that's my experience as a PVPer. To be entirely fair, other PVPers may have a different opinion.


    In PVE, this hits the problem I pointed out.

    Does a game have a obligation to create mechanics such that every player can reasonably complete ALL the content?

    Or is it reasonable for a game to expect players to meet mechanics that are requured in order to complete ALL the content?

    If the former, then the current mechanic of animation cancelling and light attack weaving is a problem. (I assume you take this approach, please correct me if I'm wrong.)

    If the later, then the current mechanics are fine. Players who want to complete ALL the content need to be able to perform the mechanics.

    I don't see animation canceling as inherently bad. I love that my bestimate who also plays loves the skill requirements that it can put on him but I see not have options available for those that can't as bad.
    Edited by alexj4596b14_ESO on February 24, 2019 7:52PM
  • Noctus
    Noctus
    ✭✭✭✭✭
    i know that they allready fixed funnel health back then to not be clipable as much as it was before there is a video in which alcast talks about it. They have proven that they can fix the issue if they want. but they dont want to.

    get over it.

    i see the problem seem to be with the block clipping animations i personally never payed attention to that since im mostly magicka main. thats quite interressting ........

    I WOULD ask for block not to clip animations or block having a minimum time to be hold. like if u press block ur character holds block for 1-2 seconds. easy solution there


    but if something is done to the lightattack weaving it would absolutely trash many sets. weaving lightattacks or clipping skills with barswap is something i rly like to do its skillfull and fun
    Edited by Noctus on February 24, 2019 8:02PM
  • alexj4596b14_ESO
    alexj4596b14_ESO
    ✭✭✭
    @exeeter702

    "There are numerous things in this game that require similar reaction times. Again physical disabilities impede ones ability to play the game, but this is not exclusive to animation canceling. There is nothing to solve. You are conflating being upset that you cant weave light attacks which is a basic gameplay function and canceling recovery animations which is also a basic gameplay function. Having a disability doesnt elevate anything beyond having difficulty simply playing the game. Animation canceling has nothing to do with it."

    That is incorrect. Light attacking and activating a skill cancles the animation of the light attack, that animation is canceled, then to cancel a skill animation you block directly after the activation of a skill, canceling the animation of the skill. If done correctly the animation of the next sequence cancels the block animations of this sequence and starts the next. The only time you will ever see a block at the end of a sequence is when the sequence stops and the only time you will see a LA animation complete is when the sequence starts.
    Edited by alexj4596b14_ESO on February 24, 2019 8:06PM
  • Stebarnz
    Stebarnz
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    Stebarnz wrote: »
    WHAT IS THE PROBLEM WITH ANI CANCEL?

    I don't understand why people don't want this to exist, it doesn't hurt anybody.
    Don't give me the dps relies on it crap because you can pull 35k no ani cancel and that's plenty for 99% so give me a reason.

    It's been a while personally since I've done a very trial but last time I did one the groups required X amount of things and one of those things is 40k DPS or more.


    You understand that even if they remove ani cancel then the content will still require 40k dps and will still be too difficult for 90% of casuals right? nothing to do with ani cancel!
    If you remove ani cancel you only affect top 1% of player base.
    If you remove ani cancel then the likes of me and a few friends I have will find it harder to carry potatoes through content they would otherwise never complete, removing ani cancel just hurts the game, nothing else.

    Posted this reply weirdly?
    Edited by Stebarnz on February 24, 2019 8:09PM
  • alexj4596b14_ESO
    alexj4596b14_ESO
    ✭✭✭
    @Stebarnz

    Which is why I personally didn't ask for that I asked for an alternative for those that can not.
    Edited by alexj4596b14_ESO on February 24, 2019 8:10PM
  • Stebarnz
    Stebarnz
    ✭✭✭✭✭
    @Stebarnz

    Which is why I personally didn't ask for that I asked for an alternative for those that can not.

    To achieve what? higher dps?
    I don't understand your logic here, this game is supposed to be challenging, not easy.
    Its like me saying, 'I cant run the 100m in sub10 seconds but I want to compete in the Olympic finals, give me an alternative that will make me competitive'.
  • exeeter702
    exeeter702
    ✭✭✭✭✭
    ✭✭
    exeeter702 wrote: »
    exeeter702 wrote: »
    exeeter702 wrote: »
    mandricus wrote: »
    Animation canceling is what makes this game so interesting. If you are not able to practice it properly it's your problem, not the game's fault. Stop complaining about the real, true very interesting mechanic this game has.

    So basically **** the people who can't do it due to something they can't help. Amazing solution.

    And herein lies the rabbit hole on these forums with "animation canceling" You have one camp that has convinced themselevs that animation canceling is some advanced excution technique that heightens the gameplay system and creates a high skill ceiling (it is not and it does not) and another camp that takes this false belief and automatically takes the stance against it because of some kind of limitations they have when in reality there is no advanced physical demand to begin with.

    Misinformation spirials this entire subject and it will never end.

    Let's address this.

    A person who is missing fingers, has nerve damage in certain areas of the hand, has had a brain aneurysm or was born with a mental inability to coordinate motor control of their extremities.

    A person who is missing fingers is missing the extremities to perform the action.

    A person with nerve damage to the hand would be unable manipulate the extremities in a way that could preform fast, accurate and sequenced actions repetitively.

    A person who has had a brain aneurysm may that has not immobilized an extremities complete but limmited range of motion these people wouldn't be able to so perform because of the lack adapt tools or ToS requirements.

    A person with ADD/ADHD or similar conditions who has motor coordination, memory recall and memory loss over the short term would not be able to coordinate, remember or even input the correct sequence with equal error to a average player.

    All of these are very possible and have solutions.

    And none of those disabilities serve as an inhibitor to animation canceling anymore than they do to the game in general.

    Let examine how animation canceling works.

    Animation canceling requires that a person be able to input information via button pres at a certain speed as minimum requirement. We know the GCD is 1 Second and that to weve or animation cancel you preform 1 - 2 other actions in a repeating sequence. This sequence would have to be fast enough to be lower then 2s but couldn't be faster then 1.001 seconds. This would have to occur in a repeating sequence 100s of times in a row with little to no error. Anyone with the stated issues would have to adapt to macros, alter keys bindings or just not do it.

    There are numerous things in this game that require similar reaction times. Again physical disabilities impede ones ability to play the game, but this is not exclusive to animation canceling. There is nothing to solve.

    Reaction time and sequenced actions are two very different things.

    A reaction to say a incoming event only requires one or maybe two reactions. For example a NPC is doing a heavy attack, I can roll or block. That is 1 action.Note that this reaction can occur over more then 3 seconds. It typically does not occur in under 2 second intervials with multiple imputs within the 1-2 second range. In the case of a player two Actions are going to be preform thats a non sequenced repetitive reaction.

    For example I am being attack by a melee player I am a ranged user with little to no armor. I know I need to get away. My kit allows 2 things that I am able to chose to perform, and 2 other actions that I don't chose. I chose which CC/Escape/deffsenive moves I have and the amount of key actions required to preform it. Then I have roll/block and of course runaway. So in that case of a CC that is one actions not a LA, skill, block sequence. In the case of a shield that is repetitive hitting the same button with no sequence such as LA,skill, block for canceling. Now in the case of a situation I am useing two skills to get away that is two actions that are sequenced Repetitive actions. example pushing button 1 and button 2 most likely not in a sequence depending on the actions effect. Now if I had to cancel the animation of a two actions it would be a sequence of LA,skill, block twice in a range of 1-2 seconds in a repetitive sequence x amount of time.

    Reaction vs Repetitive Sequences are very different.

    I fixed some Grammer issues...cuz I suck at English.

    Sigh... okay im just going to simplify this man.

    Having difficulty hitting 2 or 3 different keys in a second is not an issue regarding animation canceling nor does it compound any issue. That is simply the game. And those suffering from physical limitations have the unfortunate burden of figuring out ways to play around them. For this to even go anywhere, you need to accept the simple truth that animation canceling is not some elaborate multi button exercise in dexterity that would make *** umehara blush.

    Its literallt just hitting 2 buttons every second.
  • alexj4596b14_ESO
    alexj4596b14_ESO
    ✭✭✭
    Noctus wrote: »
    i know that they allready fixed funnel health back then to not be clipable as much as it was before there is a video in which alcast talks about it. They have proven that they can fix the issue if they want. but they dont want to.

    get over it.

    i see the problem seem to be with the block clipping animations i personally never payed attention to that since im mostly magicka main. thats quite interressting ........

    I WOULD ask for block not to clip animations or block having a minimum time to be hold. like if u press block ur character holds block for 1-2 seconds. easy solution there


    but if something is done to the lightattack weaving it would absolutely trash many sets. weaving lightattacks or clipping skills with barswap is something i rly like to do its skillfull and fun

    Which is why asking for an alternative is better. On the block thing though I'm not sure how balance wise that would work but a interesting idea.
  • Brrrofski
    Brrrofski
    ✭✭✭✭✭
    ✭✭✭✭
    If animation canceling was to be removed the combat would be so boring. The one thing this game excels at is the combat. Taking away AC would dumb the combat down a lot. No thanks.

    It's now part of the game. Intended or not, it's here to stay. Why do people dislike it anyway? I don't see there being any legit reason other than they can't do it very well. It's not going away, so I suggest people practice and learn how to do it.
  • alexj4596b14_ESO
    alexj4596b14_ESO
    ✭✭✭
    exeeter702 wrote: »
    exeeter702 wrote: »
    exeeter702 wrote: »
    exeeter702 wrote: »
    mandricus wrote: »
    Animation canceling is what makes this game so interesting. If you are not able to practice it properly it's your problem, not the game's fault. Stop complaining about the real, true very interesting mechanic this game has.

    So basically **** the people who can't do it due to something they can't help. Amazing solution.

    And herein lies the rabbit hole on these forums with "animation canceling" You have one camp that has convinced themselevs that animation canceling is some advanced excution technique that heightens the gameplay system and creates a high skill ceiling (it is not and it does not) and another camp that takes this false belief and automatically takes the stance against it because of some kind of limitations they have when in reality there is no advanced physical demand to begin with.

    Misinformation spirials this entire subject and it will never end.

    Let's address this.

    A person who is missing fingers, has nerve damage in certain areas of the hand, has had a brain aneurysm or was born with a mental inability to coordinate motor control of their extremities.

    A person who is missing fingers is missing the extremities to perform the action.

    A person with nerve damage to the hand would be unable manipulate the extremities in a way that could preform fast, accurate and sequenced actions repetitively.

    A person who has had a brain aneurysm may that has not immobilized an extremities complete but limmited range of motion these people wouldn't be able to so perform because of the lack adapt tools or ToS requirements.

    A person with ADD/ADHD or similar conditions who has motor coordination, memory recall and memory loss over the short term would not be able to coordinate, remember or even input the correct sequence with equal error to a average player.

    All of these are very possible and have solutions.

    And none of those disabilities serve as an inhibitor to animation canceling anymore than they do to the game in general.

    Let examine how animation canceling works.

    Animation canceling requires that a person be able to input information via button pres at a certain speed as minimum requirement. We know the GCD is 1 Second and that to weve or animation cancel you preform 1 - 2 other actions in a repeating sequence. This sequence would have to be fast enough to be lower then 2s but couldn't be faster then 1.001 seconds. This would have to occur in a repeating sequence 100s of times in a row with little to no error. Anyone with the stated issues would have to adapt to macros, alter keys bindings or just not do it.

    There are numerous things in this game that require similar reaction times. Again physical disabilities impede ones ability to play the game, but this is not exclusive to animation canceling. There is nothing to solve.

    Reaction time and sequenced actions are two very different things.

    A reaction to say a incoming event only requires one or maybe two reactions. For example a NPC is doing a heavy attack, I can roll or block. That is 1 action.Note that this reaction can occur over more then 3 seconds. It typically does not occur in under 2 second intervials with multiple imputs within the 1-2 second range. In the case of a player two Actions are going to be preform thats a non sequenced repetitive reaction.

    For example I am being attack by a melee player I am a ranged user with little to no armor. I know I need to get away. My kit allows 2 things that I am able to chose to perform, and 2 other actions that I don't chose. I chose which CC/Escape/deffsenive moves I have and the amount of key actions required to preform it. Then I have roll/block and of course runaway. So in that case of a CC that is one actions not a LA, skill, block sequence. In the case of a shield that is repetitive hitting the same button with no sequence such as LA,skill, block for canceling. Now in the case of a situation I am useing two skills to get away that is two actions that are sequenced Repetitive actions. example pushing button 1 and button 2 most likely not in a sequence depending on the actions effect. Now if I had to cancel the animation of a two actions it would be a sequence of LA,skill, block twice in a range of 1-2 seconds in a repetitive sequence x amount of time.

    Reaction vs Repetitive Sequences are very different.

    I fixed some Grammer issues...cuz I suck at English.

    Sigh... okay im just going to simplify this man.

    Having difficulty hitting 2 or 3 different keys in a second is not an issue regarding animation canceling nor does it compound any issue. That is simply the game. And those suffering from physical limitations have the unfortunate burden of figuring out ways to play around them. For this to even go anywhere, you need to accept the simple truth that animation canceling is not some elaborate multi button exercise in dexterity that would make *** umehara blush.

    Its literallt just hitting 2 buttons every second.

    So I don't think your understanding how difficult this can be. You line of thinking is push button A push button b.

    In this case this for myself if it's in a slow interaction at 4-5 seconds I could do LA, Skill, BLK in rapid sequence probably, if this button I was hitting for the skill was exactly the same. But if I had LA,Skill, Block in a 2 second period rapidly between shift inputts in a nonset sequence it would be impossible. 3 actions occuring in sequence under 2 seconds while also doing everything else required to operate a toon. It's not like your just standing still doing this sequences. All allot of people want is to be able to reduce actions taken. For me personally if I could reduce the number of imputs per second I had to do by 1 I'd personally be ok but this may not be the case for others.
  • alexj4596b14_ESO
    alexj4596b14_ESO
    ✭✭✭
    Brrrofski wrote: »
    If animation canceling was to be removed the combat would be so boring. The one thing this game excels at is the combat. Taking away AC would dumb the combat down a lot. No thanks.

    It's now part of the game. Intended or not, it's here to stay. Why do people dislike it anyway? I don't see there being any legit reason other than they can't do it very well. It's not going away, so I suggest people practice and learn how to do it.

    This line of thinking is flawd because your assuming it can be learned to be autonomous. For some that's not the case and would like an alternative inorder to adapt.
    Edited by alexj4596b14_ESO on February 24, 2019 8:32PM
  • Stebarnz
    Stebarnz
    ✭✭✭✭✭
    Brrrofski wrote: »
    If animation canceling was to be removed the combat would be so boring. The one thing this game excels at is the combat. Taking away AC would dumb the combat down a lot. No thanks.

    It's now part of the game. Intended or not, it's here to stay. Why do people dislike it anyway? I don't see there being any legit reason other than they can't do it very well. It's not going away, so I suggest people practice and learn how to do it.

    This line of thinking is flawd because your assuming it can be learned to be autonomous. For some that's not the case and would like an alternative inorder to adapt.

    Are you asking for a mechanism to be implemented so that disabled people can do the same things as able bodied people? Just trying to be clear here.
  • exeeter702
    exeeter702
    ✭✭✭✭✭
    ✭✭
    exeeter702 wrote: »
    exeeter702 wrote: »
    exeeter702 wrote: »
    exeeter702 wrote: »
    mandricus wrote: »
    Animation canceling is what makes this game so interesting. If you are not able to practice it properly it's your problem, not the game's fault. Stop complaining about the real, true very interesting mechanic this game has.

    So basically **** the people who can't do it due to something they can't help. Amazing solution.

    And herein lies the rabbit hole on these forums with "animation canceling" You have one camp that has convinced themselevs that animation canceling is some advanced excution technique that heightens the gameplay system and creates a high skill ceiling (it is not and it does not) and another camp that takes this false belief and automatically takes the stance against it because of some kind of limitations they have when in reality there is no advanced physical demand to begin with.

    Misinformation spirials this entire subject and it will never end.

    Let's address this.

    A person who is missing fingers, has nerve damage in certain areas of the hand, has had a brain aneurysm or was born with a mental inability to coordinate motor control of their extremities.

    A person who is missing fingers is missing the extremities to perform the action.

    A person with nerve damage to the hand would be unable manipulate the extremities in a way that could preform fast, accurate and sequenced actions repetitively.

    A person who has had a brain aneurysm may that has not immobilized an extremities complete but limmited range of motion these people wouldn't be able to so perform because of the lack adapt tools or ToS requirements.

    A person with ADD/ADHD or similar conditions who has motor coordination, memory recall and memory loss over the short term would not be able to coordinate, remember or even input the correct sequence with equal error to a average player.

    All of these are very possible and have solutions.

    And none of those disabilities serve as an inhibitor to animation canceling anymore than they do to the game in general.

    Let examine how animation canceling works.

    Animation canceling requires that a person be able to input information via button pres at a certain speed as minimum requirement. We know the GCD is 1 Second and that to weve or animation cancel you preform 1 - 2 other actions in a repeating sequence. This sequence would have to be fast enough to be lower then 2s but couldn't be faster then 1.001 seconds. This would have to occur in a repeating sequence 100s of times in a row with little to no error. Anyone with the stated issues would have to adapt to macros, alter keys bindings or just not do it.

    There are numerous things in this game that require similar reaction times. Again physical disabilities impede ones ability to play the game, but this is not exclusive to animation canceling. There is nothing to solve.

    Reaction time and sequenced actions are two very different things.

    A reaction to say a incoming event only requires one or maybe two reactions. For example a NPC is doing a heavy attack, I can roll or block. That is 1 action.Note that this reaction can occur over more then 3 seconds. It typically does not occur in under 2 second intervials with multiple imputs within the 1-2 second range. In the case of a player two Actions are going to be preform thats a non sequenced repetitive reaction.

    For example I am being attack by a melee player I am a ranged user with little to no armor. I know I need to get away. My kit allows 2 things that I am able to chose to perform, and 2 other actions that I don't chose. I chose which CC/Escape/deffsenive moves I have and the amount of key actions required to preform it. Then I have roll/block and of course runaway. So in that case of a CC that is one actions not a LA, skill, block sequence. In the case of a shield that is repetitive hitting the same button with no sequence such as LA,skill, block for canceling. Now in the case of a situation I am useing two skills to get away that is two actions that are sequenced Repetitive actions. example pushing button 1 and button 2 most likely not in a sequence depending on the actions effect. Now if I had to cancel the animation of a two actions it would be a sequence of LA,skill, block twice in a range of 1-2 seconds in a repetitive sequence x amount of time.

    Reaction vs Repetitive Sequences are very different.

    I fixed some Grammer issues...cuz I suck at English.

    Sigh... okay im just going to simplify this man.

    Having difficulty hitting 2 or 3 different keys in a second is not an issue regarding animation canceling nor does it compound any issue. That is simply the game. And those suffering from physical limitations have the unfortunate burden of figuring out ways to play around them. For this to even go anywhere, you need to accept the simple truth that animation canceling is not some elaborate multi button exercise in dexterity that would make *** umehara blush.

    Its literallt just hitting 2 buttons every second.

    So I don't think your understanding how difficult this can be. You line of thinking is push button A push button b.

    In this case this for myself if it's in a slow interaction at 4-5 seconds I could do LA, Skill, BLK in rapid sequence probably, if this button I was hitting for the skill was exactly the same. But if I had LA,Skill, Block in a 2 second period rapidly between shift inputts in a nonset sequence it would be impossible. 3 actions occuring in sequence under 2 seconds while also doing everything else required to operate a toon. It's not like your just standing still doing this sequences. All allot of people want is to be able to reduce actions taken. For me personally if I could reduce the number of imputs per second I had to do by 1 I'd personally be ok but this may not be the case for others.

    Again.... that goes well beyond animation cancelling and into the game in general. I respect that someone with a disability would have issue with 2 or 3 buttons in a second. But that is not an animation canceling problem.
  • alexj4596b14_ESO
    alexj4596b14_ESO
    ✭✭✭
    exeeter702 wrote: »
    exeeter702 wrote: »
    exeeter702 wrote: »
    exeeter702 wrote: »
    exeeter702 wrote: »
    mandricus wrote: »
    Animation canceling is what makes this game so interesting. If you are not able to practice it properly it's your problem, not the game's fault. Stop complaining about the real, true very interesting mechanic this game has.

    So basically **** the people who can't do it due to something they can't help. Amazing solution.

    And herein lies the rabbit hole on these forums with "animation canceling" You have one camp that has convinced themselevs that animation canceling is some advanced excution technique that heightens the gameplay system and creates a high skill ceiling (it is not and it does not) and another camp that takes this false belief and automatically takes the stance against it because of some kind of limitations they have when in reality there is no advanced physical demand to begin with.

    Misinformation spirials this entire subject and it will never end.

    Let's address this.

    A person who is missing fingers, has nerve damage in certain areas of the hand, has had a brain aneurysm or was born with a mental inability to coordinate motor control of their extremities.

    A person who is missing fingers is missing the extremities to perform the action.

    A person with nerve damage to the hand would be unable manipulate the extremities in a way that could preform fast, accurate and sequenced actions repetitively.

    A person who has had a brain aneurysm may that has not immobilized an extremities complete but limmited range of motion these people wouldn't be able to so perform because of the lack adapt tools or ToS requirements.

    A person with ADD/ADHD or similar conditions who has motor coordination, memory recall and memory loss over the short term would not be able to coordinate, remember or even input the correct sequence with equal error to a average player.

    All of these are very possible and have solutions.

    And none of those disabilities serve as an inhibitor to animation canceling anymore than they do to the game in general.

    Let examine how animation canceling works.

    Animation canceling requires that a person be able to input information via button pres at a certain speed as minimum requirement. We know the GCD is 1 Second and that to weve or animation cancel you preform 1 - 2 other actions in a repeating sequence. This sequence would have to be fast enough to be lower then 2s but couldn't be faster then 1.001 seconds. This would have to occur in a repeating sequence 100s of times in a row with little to no error. Anyone with the stated issues would have to adapt to macros, alter keys bindings or just not do it.

    There are numerous things in this game that require similar reaction times. Again physical disabilities impede ones ability to play the game, but this is not exclusive to animation canceling. There is nothing to solve.

    Reaction time and sequenced actions are two very different things.

    A reaction to say a incoming event only requires one or maybe two reactions. For example a NPC is doing a heavy attack, I can roll or block. That is 1 action.Note that this reaction can occur over more then 3 seconds. It typically does not occur in under 2 second intervials with multiple imputs within the 1-2 second range. In the case of a player two Actions are going to be preform thats a non sequenced repetitive reaction.

    For example I am being attack by a melee player I am a ranged user with little to no armor. I know I need to get away. My kit allows 2 things that I am able to chose to perform, and 2 other actions that I don't chose. I chose which CC/Escape/deffsenive moves I have and the amount of key actions required to preform it. Then I have roll/block and of course runaway. So in that case of a CC that is one actions not a LA, skill, block sequence. In the case of a shield that is repetitive hitting the same button with no sequence such as LA,skill, block for canceling. Now in the case of a situation I am useing two skills to get away that is two actions that are sequenced Repetitive actions. example pushing button 1 and button 2 most likely not in a sequence depending on the actions effect. Now if I had to cancel the animation of a two actions it would be a sequence of LA,skill, block twice in a range of 1-2 seconds in a repetitive sequence x amount of time.

    Reaction vs Repetitive Sequences are very different.

    I fixed some Grammer issues...cuz I suck at English.

    Sigh... okay im just going to simplify this man.

    Having difficulty hitting 2 or 3 different keys in a second is not an issue regarding animation canceling nor does it compound any issue. That is simply the game. And those suffering from physical limitations have the unfortunate burden of figuring out ways to play around them. For this to even go anywhere, you need to accept the simple truth that animation canceling is not some elaborate multi button exercise in dexterity that would make *** umehara blush.

    Its literallt just hitting 2 buttons every second.

    So I don't think your understanding how difficult this can be. You line of thinking is push button A push button b.

    In this case this for myself if it's in a slow interaction at 4-5 seconds I could do LA, Skill, BLK in rapid sequence probably, if this button I was hitting for the skill was exactly the same. But if I had LA,Skill, Block in a 2 second period rapidly between shift inputts in a nonset sequence it would be impossible. 3 actions occuring in sequence under 2 seconds while also doing everything else required to operate a toon. It's not like your just standing still doing this sequences. All allot of people want is to be able to reduce actions taken. For me personally if I could reduce the number of imputs per second I had to do by 1 I'd personally be ok but this may not be the case for others.

    Again.... that goes well beyond animation cancelling and into the game in general. I respect that someone with a disability would have issue with 2 or 3 buttons in a second. But that is not an animation canceling problem.

    Your right it's the rules and how ridiged the TOS are in respect to adaptive technologies. Which is what I was getting at the whole time.
  • alexj4596b14_ESO
    alexj4596b14_ESO
    ✭✭✭
    Stebarnz wrote: »
    Brrrofski wrote: »
    If animation canceling was to be removed the combat would be so boring. The one thing this game excels at is the combat. Taking away AC would dumb the combat down a lot. No thanks.

    It's now part of the game. Intended or not, it's here to stay. Why do people dislike it anyway? I don't see there being any legit reason other than they can't do it very well. It's not going away, so I suggest people practice and learn how to do it.

    This line of thinking is flawd because your assuming it can be learned to be autonomous. For some that's not the case and would like an alternative inorder to adapt.

    Are you asking for a mechanism to be implemented so that disabled people can do the same things as able bodied people? Just trying to be clear here.

    Correct.
  • disintegr8
    disintegr8
    ✭✭✭✭✭
    ✭✭
    Even if you do something to prevent 'animation canceling', people who want to be super competitive will only find another way to get an advantage. Might as well leave it as it is.

    In Australia we have notoriously slow internet and ping, we don't need a physical disability to put us at a disadvantage. I reckon I'm often dead on another players screen before I even know I'm being attacked. Nothing ZOS can do about that.
    Australian on PS4 NA server.
    Everyone's entitled to an opinion.
  • Jhalin
    Jhalin
    ✭✭✭✭✭
    ✭✭✭✭
    Stebarnz wrote: »
    Brrrofski wrote: »
    If animation canceling was to be removed the combat would be so boring. The one thing this game excels at is the combat. Taking away AC would dumb the combat down a lot. No thanks.

    It's now part of the game. Intended or not, it's here to stay. Why do people dislike it anyway? I don't see there being any legit reason other than they can't do it very well. It's not going away, so I suggest people practice and learn how to do it.

    This line of thinking is flawd because your assuming it can be learned to be autonomous. For some that's not the case and would like an alternative inorder to adapt.

    Are you asking for a mechanism to be implemented so that disabled people can do the same things as able bodied people? Just trying to be clear here.

    Correct.

    A mechanism that would be used by everyone. You’re asking to have LA damage built into skills, essentially. You can already do everything everyone else can, you just cannot do it as good because you don’t have the same skill set or ability, which is normal and expected in anything slightly competitive.

    Real time action videogames do not get along with certain disabilities and they’re never going to simply due to the nature of the combat functions. ESO is not a strategy game and you cannot ask it be made into one when you are knowingly playing inside a game genre that will leave you disadvantaged due to your disabilities. This isn’t about animation canceling, which is at worst two buttons in a second. Macros should not be allowed, period.
    Edited by Jhalin on February 24, 2019 9:03PM
  • alexj4596b14_ESO
    alexj4596b14_ESO
    ✭✭✭
    disintegr8 wrote: »
    Even if you do something to prevent 'animation canceling', people who want to be super competitive will only find another way to get an advantage. Might as well leave it as it is.

    In Australia we have notoriously slow internet and ping, we don't need a physical disability to put us at a disadvantage. I reckon I'm often dead on another players screen before I even know I'm being attacked. Nothing ZOS can do about that.

    This could be solved if they just opened a server in South Korea or island areas. ZoS is weird about that. Never could figure out why that was a issue.
  • Stebarnz
    Stebarnz
    ✭✭✭✭✭
    Stebarnz wrote: »
    Brrrofski wrote: »
    If animation canceling was to be removed the combat would be so boring. The one thing this game excels at is the combat. Taking away AC would dumb the combat down a lot. No thanks.

    It's now part of the game. Intended or not, it's here to stay. Why do people dislike it anyway? I don't see there being any legit reason other than they can't do it very well. It's not going away, so I suggest people practice and learn how to do it.

    This line of thinking is flawd because your assuming it can be learned to be autonomous. For some that's not the case and would like an alternative inorder to adapt.

    Are you asking for a mechanism to be implemented so that disabled people can do the same things as able bodied people? Just trying to be clear here.

    Correct.

    Now I understand, completely sucks but I don't think that is possible, however much I wish it were.
    But I commend your POV
    Edited by Stebarnz on February 24, 2019 9:12PM
  • alexj4596b14_ESO
    alexj4596b14_ESO
    ✭✭✭
    Jhalin wrote: »
    Stebarnz wrote: »
    Brrrofski wrote: »
    If animation canceling was to be removed the combat would be so boring. The one thing this game excels at is the combat. Taking away AC would dumb the combat down a lot. No thanks.

    It's now part of the game. Intended or not, it's here to stay. Why do people dislike it anyway? I don't see there being any legit reason other than they can't do it very well. It's not going away, so I suggest people practice and learn how to do it.

    This line of thinking is flawd because your assuming it can be learned to be autonomous. For some that's not the case and would like an alternative inorder to adapt.

    Are you asking for a mechanism to be implemented so that disabled people can do the same things as able bodied people? Just trying to be clear here.

    Correct.

    A mechanism that would be used by everyone. You’re asking to have LA damage built into skills, essentially. You can already do everything everyone else can, you just cannot do it as good because you don’t have the same skill set or ability, which is normal and expected in anything slightly competitive.

    Real time action videogames do not get along with certain disabilities and they’re never going to simply due to the nature of the combat functions. ESO is not a dtrategy game and you cannot ask it be made into one when you are knowingly playing inside a game genre that will leave you disadvantaged due to your disabilities. This isn’t about animation canceling, which is at worst two buttons in a second. Macros should not be allowed, period.

    Then don't allow them. Just allow for a in game option that solve the problem. How hard could it be for them to if option= activate LA with skill. Your just adding a line of code that tells attack skills to launch a light attack when or slight before the skill is activated. When the option is off nothing happens after that all that's required is to tap block every time you hit button 1. It's simple anyone cause it or not and does not give any more advantage over anything.
    Edited by alexj4596b14_ESO on February 24, 2019 9:03PM
  • JumpmanLane
    JumpmanLane
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    If it’s part of the game and beneficial. LEARN TO DO IT AND USE IT.

    People want success without putting in the work. Hence nerf threads. ZOS WON’T remove it anyways.
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