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An idea to to fix lag and PVP combat

nejcn001
nejcn001
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I know this will get pushed into underground hell to never surface again...but i have to say it.
I play ESO for couple of months and when i got introduced to PVP...i could describe it with to be CHAOTIC.
So many **** happening at same time. Get hit by 10 abbilities under a second from same player. (aka. animation canceling macros aka. hacking)
For the lolz: When i played SAMP, they had this animation cancel command...if you droped outa plane without parachute you could stop yourself in mid air with animation canceling...good times.

Animation cast time canceling makes PVP chaotic...what if we made cast time completion mandatory it?
No other action can be done until animation cast time has finished. Now, hear me out super mega pro ESO masters...
1. This will limit the ammount of actions a player can send to the megaserver and result in less lag.
2. This will lower the DPS...so every PVE content would have to overhauled to makes sense with the new DPS numbers (ZOS could probaly just change the mobs scale numbers by same % the DPS was lowered by).
3. Combat will become slower, some animations cast times would have to get speed up (like igneous shield, jezus christ is it slow)...but animations will have a meaning again, combat would become user friendly for new players.
4. Implementation of this would be fairly simple...after an action, server should store the cast time of the last called action and not allow new actions until that cast time has passed.
5. Pros and everyone who honed their animation canceling skills would get furious...but animation canceling macros will be fixed.

With the Scalebreaker DLC, where some ultimates will get cast times, i guess ZOS started to work a bit on this.
  • Ectheliontnacil
    Ectheliontnacil
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    giphy.gif

  • Ectheliontnacil
    Ectheliontnacil
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    Also weaving isn't really cancelling the animation, so I assume you're referring to defensive animation cancelling (i.e. blockcancelling or dodgecancelling). Removing this would be hugely detrimental to combat.
    You could no longer react to incoming attacks instantly, you would instead have to wait one global cooldown to be able to block or bash an enemy. In other words, skill removed.
  • nejcn001
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    Like switch weapons to cut cast time of igneous shield.
    Also weaving isn't really cancelling the animation, so I assume you're referring to defensive animation cancelling (i.e. blockcancelling or dodgecancelling). Removing this would be hugely detrimental to combat.
    You could no longer react to incoming attacks instantly, you would instead have to wait one global cooldown to be able to block or bash an enemy. In other words, skill removed.

    Like switch weapons to cut cast time of igneous shield.

    But this mostly goes for animation canceling macros.
  • Ectheliontnacil
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    nejcn001 wrote: »
    Like switch weapons to cut cast time of igneous shield.
    Also weaving isn't really cancelling the animation, so I assume you're referring to defensive animation cancelling (i.e. blockcancelling or dodgecancelling). Removing this would be hugely detrimental to combat.
    You could no longer react to incoming attacks instantly, you would instead have to wait one global cooldown to be able to block or bash an enemy. In other words, skill removed.

    Like switch weapons to cut cast time of igneous shield.

    But this mostly goes for animation canceling macros.

    Honestly, I've never heard of a decent player using macros. Pretty sure they're not even a thing. I don't see the point in using them. There's still a GCD in place so you can't use like 10 abilities in a second anyways...

    Macros is just what you hear zerglings crying in zone when they're killed by better players. It's an absolute myth that macros are a problem in pvp.
  • Alienoutlaw
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    the best way to reduce lag (for me at least) is to turn off 99% of your Add-ons (PC), turn off grass texture (ppl still hide in bushes its funny)
    as for the "Macro" issue NO skilled player would even bother as whilst the initial contact will be a "rotation" the rest of the fight is reactive damage or defence or a mixture of both depending on who your fighting so a macro would simply not work ever.
    getting hit by 10 skills in 1 second is a tad extreme, most skilled players will have seen you coming long before you saw them and have cast most things to be timed to hit you at the same time (not hard to do even without animation cancel) with a well timed attack and set proc it can read on re-cap that way, for eg if i cast Sub assault (3secs) fire off an endless hail barswap and hit you with a crit rush all 3 will hit you at the same time if im wearing a set and it procs at the same time and i get a light attack in thats 4 different damage sources not including the tics.

    thats how it works so no "cheating" involved
  • JAwtunes
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    nejcn001 wrote: »
    So many **** happening at same time. Get hit by 10 abbilities under a second from same player. (aka. animation canceling macros aka. hacking)

    Screenshot please with time stamps?
  • ThePedge
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    Stop. Trying. To. Kill. PvP.
  • nejcn001
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    Honestly, I've never heard of a decent player using macros. Pretty sure they're not even a thing. I don't see the point in using them. There's still a GCD in place so you can't use like 10 abilities in a second anyways...

    Macros is just what you hear zerglings crying in zone when they're killed by better players. It's an absolute myth that macros are a problem in pvp.

    How does GCD work? You know a good guide?

    Hm, okey ill try to find some macros on weekend to see what actualy exists. (beside https://github.com/256shadesofgrey/eso-light-attack-weave)
    I found many topics about macros i thought its actualy a thing.
    the best way to reduce lag (for me at least) is to turn off 99% of your Add-ons (PC), turn off grass texture (ppl still hide in bushes its funny)
    as for the "Macro" issue NO skilled player would even bother as whilst the initial contact will be a "rotation" the rest of the fight is reactive damage or defence or a mixture of both depending on who your fighting so a macro would simply not work ever.
    getting hit by 10 skills in 1 second is a tad extreme, most skilled players will have seen you coming long before you saw them and have cast most things to be timed to hit you at the same time (not hard to do even without animation cancel) with a well timed attack and set proc it can read on re-cap that way, for eg if i cast Sub assault (3secs) fire off an endless hail barswap and hit you with a crit rush all 3 will hit you at the same time if im wearing a set and it procs at the same time and i get a light attack in thats 4 different damage sources not including the tics.

    thats how it works so no "cheating" involved

    Nah i meant internet / server lag.

    Most of conspiracy theory comes from:
    https://forums.elderscrollsonline.com/en/discussion/242879/this-whole-animation-cancel-macro-problem-is-getting-out-of-hand
  • MartiniDaniels
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    In peak hour game lags even in your own house. This has nothing to do with animation cancelling, servers are simply overloaded.
  • frostz417
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    You’re so delusional to think animation canceling is the problem that cause lag.
  • Darkstorne
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    Also weaving isn't really cancelling the animation, so I assume you're referring to defensive animation cancelling (i.e. blockcancelling or dodgecancelling). Removing this would be hugely detrimental to combat.
    You could no longer react to incoming attacks instantly, you would instead have to wait one global cooldown to be able to block or bash an enemy. In other words, skill removed.
    Yep, it's weird seeing these two extreme ends of the spectrum. A good animation cancelling system just makes sure damage is applied when a skill visually connects. You can still cancel a skill into a block or dodge (see For Honor, for example), but if the attack hasn't connected yet then no damage is dealt when it's cancelled.

    That's the real solution to ESO's problem. Not locking us into an animation until completion (like Dark Souls), and not sticking with the current system of "weaving" and block cancelling still applying attack and skill damage even though the attacks haven't connected yet. But a good system where animation cancelling is still a thing for responsive gameplay, but doesn't deal damage if you cancel the skill before it connects. That way you're still rewarding weaving skill, when players nail the timing between animations, but get rid of the current situation where attacks and skills are flying out too fast to visually connect but still deal damage, which rewards the players who use macros more than anyone else.
    Edited by Darkstorne on August 7, 2019 11:33AM
  • nejcn001
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    frostz417 wrote: »
    You’re so delusional to think animation canceling is the problem that cause lag.

    Well, it make
    Darkstorne wrote: »
    Also weaving isn't really cancelling the animation, so I assume you're referring to defensive animation cancelling (i.e. blockcancelling or dodgecancelling). Removing this would be hugely detrimental to combat.
    You could no longer react to incoming attacks instantly, you would instead have to wait one global cooldown to be able to block or bash an enemy. In other words, skill removed.
    Yep, it's weird seeing these two extreme ends of the spectrum. A good animation cancelling system just makes sure damage is applied when a skill visually connects. You can still cancel a skill into a block or dodge (see For Honor, for example), but if the attack hasn't connected yet then no damage is dealt when it's cancelled.

    That's the real solution to ESO's problem. Not locking us into an animation until completion (like Dark Souls), and not sticking with the current system of "weaving" and block cancelling still applying attack and skill damage even though the attacks haven't connected yet. But a good system where animation cancelling is still a thing for responsive gameplay, but doesn't deal damage if you cancel the skill before it connects. That way you're still rewarding weaving skill, when players nail the timing between animations, but get rid of the current situation where attacks and skills are flying out too fast to visually connect but still deal damage, which rewards the players who use macros more than anyone else.

    I'd say after 50% of cast time passes you could cancel it...ussualy after that time enough of animation passed to look like you character actualy did something.
  • nejcn001
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    frostz417 wrote: »
    You’re so delusional to think animation canceling is the problem that cause lag.

    Well overriding animations is common in today game engines. I bet this wasnt planned to do like this, but to be completed in later patches...after so much time has passed players got used to it, they said its a feature.

    When everybody gets used to animation canceling i bet there are 2x (if not even 3x) more actions going on server then without canceling. It does affect, but by a small margin.
  • Androconium
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    giphy.gif

    Sans popcorn FTW.

  • xxthir13enxx
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    Long story short...Animation Cancelling was a bug they did not intend but couldn’t fix...but players liked it....Sooo...
    It became a feature.
    it won’t be “fixed” any time soon
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