Rich Lambert announced a new combat system

  • Qbiken
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    Seraphayel wrote: »
    If they really want to remove animation cancelling from the game, they might as well just shut down the servers now.
    That would inevitably ruin what makes ESO unique and good and fun. And ultimately KILL the game.

    If you don't like animation cancelling and don't want to learn, I advice you pick a different game or stick to the easy solo content.

    A broken gameplay mechanic doesn’t make ESO unique, good and fun.
    _____

    There should be an official post about all the interview answers they gave in the last week, it’s silly to have it all spread out in different languages.

    Animation cancelling (AC) and the reactive, fluid (when server performance allows) combat system this game has is what makes it good. Remove or severely limit AC would be like removing a core mechanic of the game. Doesn't matter if it originally wasn't intended or not, we are 5-6 years into the game and way past the "beta testing stage". AC is a core mechanic of this game and lots of content has been made with AC in mind. Removing it would be like shooting yourself in the foot.
  • Seraphayel
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    I don’t think that any of the content was made with Animation Canceling in mind.

    The same arguments were brought up during the changes to Restoration Staff and Orb, people claimed trials weren’t doable after the changes and that veteran trials were designed with them in mind... guess what, all of that has been proven false after the changes went live. It’s the same with AC.

    It’s a broken mechanic they never achieved to fix and eventually accepted as a feature, which was a mistake in the first place.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Kel
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    xeNNNNN wrote: »
    Kel wrote: »
    Interview from russian mmo-portal https://www.goha.ru
    Google translate:

    Not everyone likes the constant dilution of abilities with quick attacks, interruption of animations and other crutches. Looking forward to the best?

    Yes. We plan to radically redesign the combat system. On the one hand, our goal is to make the rotation of abilities interesting, without undue simplification, on the other hand, we do not want to depersonalize classes and characters. This is a complex process, but we are working hard and while in closed mode we are testing a new combat system, we think the players will like it.


    Almost sounds like they are getting rid of animation canceling.

    There would be too much outcry, backlash and I do not think based on the the type of content introduced and the implementation of said content is any way for us to determine if they would even do a good job. "drastically" is a strong word so either two things are happening, either there is a sweeping animation change to virtually everything coming (not a removal so animation cancelling will stay) or the flexibility of classes is being changed which is another direction entirely. At this point I do not think they are in a position to remove something that has been integral since beta and then add something that is just as good to compensate but easier for them to balance and develop. There just isn't enough evidence to believe so anyway.

    Just to be clear, I'm not in any way against animation canceling. In fact, I'm quite decent at it. Even with PS4's horrific performance.

    But...

    The changes to block do feel like first steps in a new, redesigned combat system, one that has made animation block cancellations definitely harder. Combined with the timing of this article, seems like something I can't dismiss out of hand.

    We all thought the patch notes leaked in Mirkmire seemed crazy too...then every single one of them ended up being true. Nothing teaches how hot fire is like the burned hand, so to speak.
  • Iccotak
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    animation cancelling is obviously a feature in the game.

    This is not WoW where we wait for abilities to finish casting or load
    This is an Action combat system
  • jcm2606
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    Seraphayel wrote: »
    I don’t think that any of the content was made with Animation Canceling in mind.

    The same arguments were brought up during the changes to Restoration Staff and Orb, people claimed trials weren’t doable after the changes and that veteran trials were designed with them in mind... guess what, all of that has been proven false after the changes went live. It’s the same with AC.

    It’s a broken mechanic they never achieved to fix and eventually accepted as a feature, which was a mistake in the first place.

    Resto staff and orb aren't fundamental features of the combat system that everyone who cares about optimal gameplay uses, animation cancelling is.

    Likewise, resto staff and orb won't immediately cause people to be unable to block or dodge attacks when in a skill cast, either.

    Other words, they're not comparable.
  • Zordrage
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    Iccotak wrote: »
    animation cancelling is obviously a feature in the game.

    This is not WoW where we wait for abilities to finish casting or load
    This is an Action combat system

    80% of ability is WoW are prety much instant what the hell are you talking about lol the fluid and smoot combat is the best part of WoW basically the only reason im still playing it....

    Animation canceling was a design bug that they were lazy to fix and just said OH its a feature now so no it never was "obivously a feature"

    Animation canceling makes the combat and animations look *** and outdated the end.
  • Bluepitbull13
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    Kel wrote: »
    xeNNNNN wrote: »
    Kel wrote: »
    Interview from russian mmo-portal https://www.goha.ru
    Google translate:

    Not everyone likes the constant dilution of abilities with quick attacks, interruption of animations and other crutches. Looking forward to the best?

    Yes. We plan to radically redesign the combat system. On the one hand, our goal is to make the rotation of abilities interesting, without undue simplification, on the other hand, we do not want to depersonalize classes and characters. This is a complex process, but we are working hard and while in closed mode we are testing a new combat system, we think the players will like it.


    Almost sounds like they are getting rid of animation canceling.

    There would be too much outcry, backlash and I do not think based on the the type of content introduced and the implementation of said content is any way for us to determine if they would even do a good job. "drastically" is a strong word so either two things are happening, either there is a sweeping animation change to virtually everything coming (not a removal so animation cancelling will stay) or the flexibility of classes is being changed which is another direction entirely. At this point I do not think they are in a position to remove something that has been integral since beta and then add something that is just as good to compensate but easier for them to balance and develop. There just isn't enough evidence to believe so anyway.

    Just to be clear, I'm not in any way against animation canceling. In fact, I'm quite decent at it. Even with PS4's horrific performance.

    But...

    The changes to block do feel like first steps in a new, redesigned combat system, one that has made animation block cancellations definitely harder. Combined with the timing of this article, seems like something I can't dismiss out of hand.

    We all thought the patch notes leaked in Mirkmire seemed crazy too...then every single one of them ended up being true. Nothing teaches how hot fire is like the burned hand, so to speak.

    You do understand that the article is inaccurate right? that the response from Rich Lambert has been updated (only the author could say why). The timing of the article? if you actually clicked on the link it has a lot to do with the current chapter announcement "Greymoor". Greymoor was recently announced on January 16th, the Russian article is dated January 17th.

    This might sound like a conspiracy to you, but what if ZOS representatives are going around doing PR/Marketing work so that you know, sell more copies of the upcoming chapter.

    Oh and why a Russian site? perhaps it has to do with adding Russian localization. You shouldn't be surprised if they did Spanish that they would do interviews with Spanish sites to spread the word.

    https://youtu.be/_qKTP7F4Fs8
    Edited by Bluepitbull13 on January 24, 2020 10:06AM
    PC-NA
  • jcm2606
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    Zordrage wrote: »
    Iccotak wrote: »
    animation cancelling is obviously a feature in the game.

    This is not WoW where we wait for abilities to finish casting or load
    This is an Action combat system

    80% of ability is WoW are prety much instant what the hell are you talking about lol the fluid and smoot combat is the best part of WoW basically the only reason im still playing it....

    Animation canceling was a design bug that they were lazy to fix and just said OH its a feature now so no it never was "obivously a feature"

    Animation canceling makes the combat and animations look *** and outdated the end.

    No, animation cancelling was an intended mechanic to allow players to immediately and consistently react to incoming attacks by dodging/blocking/etc. If it didn't exist, you wouldn't be able to perform any action while in the animation of another action, and that's what it's there to fix.

    What was unintended was players learning how it works, and exploiting it so effectively that they can significantly improve their damage output.
  • Siohwenoeht
    Siohwenoeht
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    Zordrage wrote: »
    Iccotak wrote: »
    animation cancelling is obviously a feature in the game.

    This is not WoW where we wait for abilities to finish casting or load
    This is an Action combat system

    80% of ability is WoW are prety much instant what the hell are you talking about lol the fluid and smoot combat is the best part of WoW basically the only reason im still playing it....

    Animation canceling was a design bug that they were lazy to fix and just said OH its a feature now so no it never was "obivously a feature"

    Animation canceling makes the combat and animations look *** and outdated the end.

    WoW combat is painfully slow and unresponsive compared to ESO. The end.
    "It is a lovely language, but it takes a very long time saying anything in it, because we do not say anything in it, unless it is worth taking a long time to say, and to listen to." - Treebeard
  • Kel
    Kel
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    Kel wrote: »
    xeNNNNN wrote: »
    Kel wrote: »
    Interview from russian mmo-portal https://www.goha.ru
    Google translate:

    Not everyone likes the constant dilution of abilities with quick attacks, interruption of animations and other crutches. Looking forward to the best?

    Yes. We plan to radically redesign the combat system. On the one hand, our goal is to make the rotation of abilities interesting, without undue simplification, on the other hand, we do not want to depersonalize classes and characters. This is a complex process, but we are working hard and while in closed mode we are testing a new combat system, we think the players will like it.


    Almost sounds like they are getting rid of animation canceling.

    There would be too much outcry, backlash and I do not think based on the the type of content introduced and the implementation of said content is any way for us to determine if they would even do a good job. "drastically" is a strong word so either two things are happening, either there is a sweeping animation change to virtually everything coming (not a removal so animation cancelling will stay) or the flexibility of classes is being changed which is another direction entirely. At this point I do not think they are in a position to remove something that has been integral since beta and then add something that is just as good to compensate but easier for them to balance and develop. There just isn't enough evidence to believe so anyway.

    Just to be clear, I'm not in any way against animation canceling. In fact, I'm quite decent at it. Even with PS4's horrific performance.

    But...

    The changes to block do feel like first steps in a new, redesigned combat system, one that has made animation block cancellations definitely harder. Combined with the timing of this article, seems like something I can't dismiss out of hand.

    We all thought the patch notes leaked in Mirkmire seemed crazy too...then every single one of them ended up being true. Nothing teaches how hot fire is like the burned hand, so to speak.

    You do understand that the article is inaccurate right? that the response from Rich Lambert has been updated (only the author could say why). The timing of the article? if you actually clicked on the link it has a lot to do with the current chapter announcement "Greymoor". Greymoor was recently announced on January 17th, the Russian article is dated January 17th.

    This might sound like a conspiracy to you, but what if ZOS representatives are going around doing PR/Marketing work so that you know, sell more copies of the upcoming chapter.

    Oh and why a Russian site? perhaps it has to do with adding Russian localization. You shouldn't be surprised if they did Spanish that they would do interviews with Spanish sites to spread the word.

    Not saying the article is true in any way.

    Simply pointing out in the past what was deemed as wild claims and something everyone agreed was insane and would never happen, actually happened.

    Cast times on ultimate abilities and these new changes to block are real. That's no conspiracy.
    This article may be a load of bull, no doubt. But my point remains. Combat is changing. Getting slower and clunkier. Only time will tell, but I've seen this exact thing play out in Mirkmire. Now a article comes out (real or not) talking about changes to the combat system...I mean, are we not kind of seeing that play out?
    Sorry, never been one to put my head in the sand pretending not to see what is happening around me.
    Edited by Kel on January 24, 2020 10:18AM
  • Thevampirenight
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    Well given the issues that have been piling up with performance and the general oversize of the game. They are revitalizing the code I think to be not as bad it is with performance. There is many issues with things that hurt performance. Calculations I think is a big one the huge huge numbers in terms of damage. To much of a certain thing in an area. Like certain kinds of heals ablties that mobs or zergs use in pvp when all grouped together. People talked about performance being a lot better when groups were unable to be formed in Cyrodiil. So there is something there that has to be addressed. Players stacking up in a group all casting similar or performance killing abilties.
    What they should do is limit group size in Cyrodiil. To be no more then 12 players.
    Doing more to abilties making similar changes like they did with the orb ability that players were not happy about. I know its painful but for performance it is necessary. I think that was the main reason for that change. More changes like that need to be done to help the servers.

    Another issue that might be another problem for the game is how much damage output healing output and blocking out put in terms of very high numbers into other millions and even billions its so easy to unlock the million damage achieve I believe now. I can see that being a major issue.

    Everything needs to be scaled down. More like how it was in Oblivion like weapons dealing like say 20 or even 30 damage per hit. That would mean readjusting every single mob in the game. Reworking the entire combat system. Changing it to where it can be balanced with low numbers again instead of high ones like we have now.
    Examples here, right now a weapon by itself does like 1238 damage, 4000 with an enchantment. Adjusting that down to be 123 damage for that weapon and 400 enchantment damage. Performance would likely go up because the number of calculations and high numbers would be lower.

    It might help with stability not putting a cap or anything just reducing the numbers down I would say about 99% If they could make the combat more like oblivion's in terms of damage numbers I think that would be the best thing they could do. The highest damage a weapon could get in Oblivion was with Umbra I believe. That max was 33 damage going by the fandom But not sure on accuracy on that. . Applying a similar concept in terms of very low damage and adjusting all the mobs accordingly to work like Oblivion's combat system in terms of Numbers. I think the server might be able to handle millions more people if they can get it done. Though it might be harder to balance behind and might be why they changed it to be higher numbers to begin with . But I think it was a mistake because then the server has to do all these high number calculations no wonder performance could be getting worse.
    PC NA
    Please add Fangs to Vampires.
  • MashmalloMan
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    Kel wrote: »
    Kel wrote: »
    xeNNNNN wrote: »
    Kel wrote: »
    Interview from russian mmo-portal https://www.goha.ru
    Google translate:

    Not everyone likes the constant dilution of abilities with quick attacks, interruption of animations and other crutches. Looking forward to the best?

    Yes. We plan to radically redesign the combat system. On the one hand, our goal is to make the rotation of abilities interesting, without undue simplification, on the other hand, we do not want to depersonalize classes and characters. This is a complex process, but we are working hard and while in closed mode we are testing a new combat system, we think the players will like it.


    Almost sounds like they are getting rid of animation canceling.

    There would be too much outcry, backlash and I do not think based on the the type of content introduced and the implementation of said content is any way for us to determine if they would even do a good job. "drastically" is a strong word so either two things are happening, either there is a sweeping animation change to virtually everything coming (not a removal so animation cancelling will stay) or the flexibility of classes is being changed which is another direction entirely. At this point I do not think they are in a position to remove something that has been integral since beta and then add something that is just as good to compensate but easier for them to balance and develop. There just isn't enough evidence to believe so anyway.

    Just to be clear, I'm not in any way against animation canceling. In fact, I'm quite decent at it. Even with PS4's horrific performance.

    But...

    The changes to block do feel like first steps in a new, redesigned combat system, one that has made animation block cancellations definitely harder. Combined with the timing of this article, seems like something I can't dismiss out of hand.

    We all thought the patch notes leaked in Mirkmire seemed crazy too...then every single one of them ended up being true. Nothing teaches how hot fire is like the burned hand, so to speak.

    You do understand that the article is inaccurate right? that the response from Rich Lambert has been updated (only the author could say why). The timing of the article? if you actually clicked on the link it has a lot to do with the current chapter announcement "Greymoor". Greymoor was recently announced on January 17th, the Russian article is dated January 17th.

    This might sound like a conspiracy to you, but what if ZOS representatives are going around doing PR/Marketing work so that you know, sell more copies of the upcoming chapter.

    Oh and why a Russian site? perhaps it has to do with adding Russian localization. You shouldn't be surprised if they did Spanish that they would do interviews with Spanish sites to spread the word.

    Not saying the article is true in any way.

    Simply pointing out in the past what was deemed as wild claims and something everyone agreed was insane and would never happen, actually happened.

    Cast times on ultimate abilities and these new changes to block are real. That's no conspiracy.
    This article may be a load of bull, no doubt. But my point remains. Combat is changing. Getting slower and clunkier. Only time will tell, but I've seen this exact thing play out in Mirkmire. Now a article comes out (real or not) talking about changes to the combat system...I mean, are we not kind of seeing that play out?
    Sorry, never been one to put my head in the sand pretending not to see what is happening around me.

    I know what you're getting at, but what Rich was talking about was in regards to this whole year continuing into the next year. Notice the comment on spellcrafting, they still want to visit that, but are busy redesigning the combat from the ground up. This started with the new combat team about a year ago? They said they were basically figuring out how and what they wanted the game to look like going forward, whjere the previous team had no fricken clue. The games code was an absolute mess.

    I've created a list of memorable changes from the past year or so.
    • Calculations on abilities and how they were handled were completely reworked. If you played over a year ago, you know a lot of tooltips on abilities made no sense, they were bugged everywhere.
    • Many dead skills that we are able to use now, albeit, there is still more work to be done, but they're actually within margin of erorr.
    • All spammables have same cost and similar damage depending on some factors, before, many spammables were not competitive at all, for next to no reason. Eg. Crushing Weapon and Silver Shard have same damage and cost, but different effects and passives.
    • CP didn't increase Food, Mundus stones or 5th set pieces by the 20% it should.
    • Food and Drinks in blue -> purple -> gold with same stats didn't increase with the quality, we saw crown store versions of food/potions/poisons were weaker as if they scaled to 150cp instead of 160cp.
    • Light attacks took a clearer role as used for damage dealing while heavy shifted primarly to resource sustain after regulating the calculation to match other abilities in the game.
    • Racial passives moved to flat bonuses instead of multipliers.
    • MANY, many older sets have been adjusted every update. Many were brought to the forefront and made viable, while others were completely reworked.
    • Weapon enchantments being locked to the bar they're fired from, aoe ground based weapon dots still fire off enchantments when not using the weapon it came from. They also made it so Dual Wield and 2 Hander have their own "method" of proccing enchantments from the back bar via blade cloak and stampede. This was clearly done to make Pure melee specs more viable in pve.
    • Gap closers standardized to 22m, no longer snare to hit their target, instead the animation was greatly improved to get better hit detection. Removed the minimum distance requirement making them usuable in melee combat. Next DLC they removed the pushback and sped up the animation so you can use your next ability easier.
    • Resolve and Ward buff combined into 1, the same patch they combined spell and physical resistance set bonuses into armor to simplify these set bonuses. They mentioned about doing a similar thing for fracture, breach and most likely the penetration bonuses found on armor. Still waiting on them to revist this.
    • Many dots changed from damaging every second to damaging every 2 seconds, reducing calcuations on the server. Volley changed from 0.5s ticks to 1s ticks.
    • Standards set for spammables, dots and aoe dots in terms of cost/damage to help distinguish how powerful skills should be now and in the future. Standard dot duration was updated to 10s, this helped change the 6s on Unstable Wall and 8s on Wall of Elements vs the 12s on Endless Hail and 8s on Arrow Barrage. Now we have variety, different classes choose 1 or the other morph to better suit the rotation they prefer.
    • Class identity improvements and interest. We've seen the introduction of 1-2 dynamic scaling abilities per class, giving more usuable abilities to stamina specs where these abilities were used in such a subpar way.
    • Pausing CP progression to completely overhaul it, most likely in an effort to get away from multipliers like racial passives, even if it was somewhat being looked at because of powercreep.
    • Sprint calculation rework, now less costly and gradual instead of in chunks.
    • Finally huge performance changes we've seen in the recent 2 or so updates with this upcomming DLC having some of the bigger changes on their performance roadmap, because of this, the patch didn't continue much focus on combat related tweeks for classes.

    The list goes on and on, this is what they mean by redesigning the combat. When they speak to an interviewer who hasn't followed ANY of this, they have to make it sound fluffy, generic and appealing. You really need to commend them on fixing a large portion of the broken code and I think players forget how bad it was before they made these improvements.

    Like hold up... you're telling me not does only soul trap actually does decent damage, but it has dynamic scaling?! It was useless for YEARS. It's about damn time.
    Edited by MashmalloMan on January 24, 2020 11:19AM
    PC Beta - 2200+ CP

    Stam Sorc Khajiit PvE/PVP Main || Stam Sorc Dark Elf PvP ||
    Stam Templar Dark Elf || Stam Warden Wood Elf || Stam DK Nord || Stam Necro Orc || Stam Blade Khajiit


    Mag Sorc High Elf || Mag Templar High Elf || Mag Warden Breton || Mag Necro Khajiit || Mag Blade Khajiit
  • jcm2606
    jcm2606
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    Well given the issues that have been piling up with performance and the general oversize of the game. They are revitalizing the code I think to be not as bad it is with performance. There is many issues with things that hurt performance. Calculations I think is a big one the huge huge numbers in terms of damage. To much of a certain thing in an area. Like certain kinds of heals ablties that mobs or zergs use in pvp when all grouped together. People talked about performance being a lot better when groups were unable to be formed in Cyrodiil. So there is something there that has to be addressed. Players stacking up in a group all casting similar or performance killing abilties.
    What they should do is limit group size in Cyrodiil. To be no more then 12 players.
    Doing more to abilties making similar changes like they did with the orb ability that players were not happy about. I know its painful but for performance it is necessary. I think that was the main reason for that change. More changes like that need to be done to help the servers.

    Another issue that might be another problem for the game is how much damage output healing output and blocking out put in terms of very high numbers into other millions and even billions its so easy to unlock the million damage achieve I believe now. I can see that being a major issue.

    Everything needs to be scaled down. More like how it was in Oblivion like weapons dealing like say 20 or even 30 damage per hit. That would mean readjusting every single mob in the game. Reworking the entire combat system. Changing it to where it can be balanced with low numbers again instead of high ones like we have now.
    Examples here, right now a weapon by itself does like 1238 damage, 4000 with an enchantment. Adjusting that down to be 123 damage for that weapon and 400 enchantment damage. Performance would likely go up because the number of calculations and high numbers would be lower.

    It might help with stability not putting a cap or anything just reducing the numbers down I would say about 99% If they could make the combat more like oblivion's in terms of damage numbers I think that would be the best thing they could do. The highest damage a weapon could get in Oblivion was with Umbra I believe. That max was 33 damage going by the fandom But not sure on accuracy on that. . Applying a similar concept in terms of very low damage and adjusting all the mobs accordingly to work like Oblivion's combat system in terms of Numbers. I think the server might be able to handle millions more people if they can get it done. Though it might be harder to balance behind and might be why they changed it to be higher numbers to begin with . But I think it was a mistake because then the server has to do all these high number calculations no wonder performance could be getting worse.

    The size of a number has no bearing on performance, because the system is still performing the same calculation on the same set of bits that represent the number.

    Everything in computing is expressed as a binary number, which is made up of a set of bits, or specific parts of a binary number that are either 1 or 0, on or off, true or false. Even if a regular number doesn't make use of a specific bit, that bit is still counted within the whole number. Take 14, if you express this as a byte in some code (ie 8 bits), it is expressed as 00001110, and even though it doesn't make use of those first 4 and the last bit, those are still counted within the byte.

    When doing any arithmetic on a binary number, the size does not matter, because the number of bits are the same. 14 + 2 is fundamentally the same as 140 + 20, if both are expressed as bytes, since everything is still made up of the same 8 bits, just with different values within those bits.

    The two most common data values used in computing when referring to numbers, int (whole number) and float (decimal number), are both stored within a 32-bit number, or 4 bytes. Even if you have some astronomically high number, like 10 million, and add some astronomically small number, like 0.0000001, both of these, assuming you store them as floats, are stored as 32-bit numbers, and so have the same cost as any other set of numbers.

    There's really no reason to specifically have big or small numbers for the stats in a game, so long as they all fit within a relatively small data type in terms of bits used, the performance cost won't change. Even if you were to bring every number in ESO down to the triple digits or less, the performance would still be the exact same, because the game is still working with 32 bits.

    The only reason to specifically have big or small numbers is to make it easier to wrap your head around, that's it.

    If you have Windows 10, the calculator app has a programmer mode that allows you to play around with binary and see how it works. I'd highly recommend playing around with it, if you're interested in learning it at all.
    Edited by jcm2606 on January 24, 2020 11:37AM
  • Thevampirenight
    Thevampirenight
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    jcm2606 wrote: »
    Well given the issues that have been piling up with performance and the general oversize of the game. They are revitalizing the code I think to be not as bad it is with performance. There is many issues with things that hurt performance. Calculations I think is a big one the huge huge numbers in terms of damage. To much of a certain thing in an area. Like certain kinds of heals ablties that mobs or zergs use in pvp when all grouped together. People talked about performance being a lot better when groups were unable to be formed in Cyrodiil. So there is something there that has to be addressed. Players stacking up in a group all casting similar or performance killing abilties.
    What they should do is limit group size in Cyrodiil. To be no more then 12 players.
    Doing more to abilties making similar changes like they did with the orb ability that players were not happy about. I know its painful but for performance it is necessary. I think that was the main reason for that change. More changes like that need to be done to help the servers.

    Another issue that might be another problem for the game is how much damage output healing output and blocking out put in terms of very high numbers into other millions and even billions its so easy to unlock the million damage achieve I believe now. I can see that being a major issue.

    Everything needs to be scaled down. More like how it was in Oblivion like weapons dealing like say 20 or even 30 damage per hit. That would mean readjusting every single mob in the game. Reworking the entire combat system. Changing it to where it can be balanced with low numbers again instead of high ones like we have now.
    Examples here, right now a weapon by itself does like 1238 damage, 4000 with an enchantment. Adjusting that down to be 123 damage for that weapon and 400 enchantment damage. Performance would likely go up because the number of calculations and high numbers would be lower.

    It might help with stability not putting a cap or anything just reducing the numbers down I would say about 99% If they could make the combat more like oblivion's in terms of damage numbers I think that would be the best thing they could do. The highest damage a weapon could get in Oblivion was with Umbra I believe. That max was 33 damage going by the fandom But not sure on accuracy on that. . Applying a similar concept in terms of very low damage and adjusting all the mobs accordingly to work like Oblivion's combat system in terms of Numbers. I think the server might be able to handle millions more people if they can get it done. Though it might be harder to balance behind and might be why they changed it to be higher numbers to begin with . But I think it was a mistake because then the server has to do all these high number calculations no wonder performance could be getting worse.

    The size of a number has no bearing on performance, because the system is still performing the same calculation on the same set of bits that represent the number.

    Everything in computing is expressed as a binary number, which is made up of a set of bits, or specific parts of a binary number that are either 1 or 0, on or off, true or false. Even if a regular number doesn't make use of a specific bit, that bit is still counted within the whole number. Take 14, if you express this as a byte in some code (ie 8 bits), it is expressed as 00001110, and even though it doesn't make use of those first 4 and the last bit, those are still counted within the byte.

    When doing any arithmetic on a binary number, the size does not matter, because the number of bits are the same. 14 + 2 is fundamentally the same as 140 + 20, if both are expressed as bytes, since everything is still made up of the same 8 bits, just with different values within those bits.

    The two most common data values used in computing when referring to numbers, int (whole number) and float (decimal number), are both stored within a 32-bit number, or 4 bytes. Even if you have some astronomically high number, like 10 million, and add some astronomically small number, like 0.0000001, both of these, assuming you store them as floats, are stored as 32-bit numbers, and so have the same cost as any other set of numbers.

    There's really no reason to specifically have big or small numbers for the stats in a game, so long as they all fit within a relatively small data type in terms of bits used, the performance cost won't change. Even if you were to bring every number in ESO down to the triple digits or less, the performance would still be the exact same, because the game is still working with 32 bits.

    The only reason to specifically have big or small numbers is to make it easier to wrap your head around, that's it.

    If you have Windows 10, the calculator app has a programmer mode that allows you to play around with binary and see how it works. I'd highly recommend playing around with it, if you're interested in learning it at all.

    Well I don't know anything about it but well it did make sense its possible. I wasn't sure but I posted the idea anyways or the possibility either way there is many things they still got to do to help fix the issues or reduce them. Whether it be abilties or other calculations that kill performance. I do think a lot of it might be those abilties that can only be beneficial to other players if they are in a group with you. They might need to rework those and it might help. Given that groups being able to form in Cyrodiil that one time actually might have improved performance for players there. So I do think its tied into those abilties that people use in zergs.
    Edited by Thevampirenight on January 24, 2020 11:48AM
    PC NA
    Please add Fangs to Vampires.
  • Olauron
    Olauron
    ✭✭✭✭✭
    jcm2606 wrote: »
    The only reason to specifically have big or small numbers is to make it easier to wrap your head around, that's it.
    That is not actually correct. Int calculations are easier and done faster than float calculations. The reason to have big numbers is to have more correct percent adjustments to these numbers in int types. 16% of 1000 would be 160. 16% of 10 would be 2. CP system provides a lot of 1%, 5% increases.
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • jcm2606
    jcm2606
    ✭✭✭✭✭
    ✭✭
    jcm2606 wrote: »
    Well given the issues that have been piling up with performance and the general oversize of the game. They are revitalizing the code I think to be not as bad it is with performance. There is many issues with things that hurt performance. Calculations I think is a big one the huge huge numbers in terms of damage. To much of a certain thing in an area. Like certain kinds of heals ablties that mobs or zergs use in pvp when all grouped together. People talked about performance being a lot better when groups were unable to be formed in Cyrodiil. So there is something there that has to be addressed. Players stacking up in a group all casting similar or performance killing abilties.
    What they should do is limit group size in Cyrodiil. To be no more then 12 players.
    Doing more to abilties making similar changes like they did with the orb ability that players were not happy about. I know its painful but for performance it is necessary. I think that was the main reason for that change. More changes like that need to be done to help the servers.

    Another issue that might be another problem for the game is how much damage output healing output and blocking out put in terms of very high numbers into other millions and even billions its so easy to unlock the million damage achieve I believe now. I can see that being a major issue.

    Everything needs to be scaled down. More like how it was in Oblivion like weapons dealing like say 20 or even 30 damage per hit. That would mean readjusting every single mob in the game. Reworking the entire combat system. Changing it to where it can be balanced with low numbers again instead of high ones like we have now.
    Examples here, right now a weapon by itself does like 1238 damage, 4000 with an enchantment. Adjusting that down to be 123 damage for that weapon and 400 enchantment damage. Performance would likely go up because the number of calculations and high numbers would be lower.

    It might help with stability not putting a cap or anything just reducing the numbers down I would say about 99% If they could make the combat more like oblivion's in terms of damage numbers I think that would be the best thing they could do. The highest damage a weapon could get in Oblivion was with Umbra I believe. That max was 33 damage going by the fandom But not sure on accuracy on that. . Applying a similar concept in terms of very low damage and adjusting all the mobs accordingly to work like Oblivion's combat system in terms of Numbers. I think the server might be able to handle millions more people if they can get it done. Though it might be harder to balance behind and might be why they changed it to be higher numbers to begin with . But I think it was a mistake because then the server has to do all these high number calculations no wonder performance could be getting worse.

    The size of a number has no bearing on performance, because the system is still performing the same calculation on the same set of bits that represent the number.

    Everything in computing is expressed as a binary number, which is made up of a set of bits, or specific parts of a binary number that are either 1 or 0, on or off, true or false. Even if a regular number doesn't make use of a specific bit, that bit is still counted within the whole number. Take 14, if you express this as a byte in some code (ie 8 bits), it is expressed as 00001110, and even though it doesn't make use of those first 4 and the last bit, those are still counted within the byte.

    When doing any arithmetic on a binary number, the size does not matter, because the number of bits are the same. 14 + 2 is fundamentally the same as 140 + 20, if both are expressed as bytes, since everything is still made up of the same 8 bits, just with different values within those bits.

    The two most common data values used in computing when referring to numbers, int (whole number) and float (decimal number), are both stored within a 32-bit number, or 4 bytes. Even if you have some astronomically high number, like 10 million, and add some astronomically small number, like 0.0000001, both of these, assuming you store them as floats, are stored as 32-bit numbers, and so have the same cost as any other set of numbers.

    There's really no reason to specifically have big or small numbers for the stats in a game, so long as they all fit within a relatively small data type in terms of bits used, the performance cost won't change. Even if you were to bring every number in ESO down to the triple digits or less, the performance would still be the exact same, because the game is still working with 32 bits.

    The only reason to specifically have big or small numbers is to make it easier to wrap your head around, that's it.

    If you have Windows 10, the calculator app has a programmer mode that allows you to play around with binary and see how it works. I'd highly recommend playing around with it, if you're interested in learning it at all.

    Well I don't know anything about it but well it did make sense its possible. I wasn't sure but I posted the idea anyways or the possiblity either way there is many things they still got to do to help fix the issues or reduce them. Whether it be abilties or other calculations that kill performance. I do think a lot of it might be those abilties that can only be used in groups now. They would need to rework those I think and it might help.

    Yeah, it mostly comes down to which operations you're doing, and how often you're doing them. Some are faster than others, like addition and subtraction is usually faster than multiplication, which is usually faster than division. If you can get away with writing the same code using mostly faster operations, you can do it, and get a bit of performance back.

    Additionally, if your code is doing a particularly slow operation very often, maybe too often, finding ways of reducing that will also get you a bit of performance back. Making certain things only apply to the group, or ordering your operations in a way that more quickly cuts down the amount of players having to be processed, are both good examples of this that are applicable to ESO.

    Optimisation basically comes down to doing both of these things in as many places as you can find, and making sure both are as good as they can be. This is largely what Zenimax means when they say they're doing some behind-the-scenes combat improvements or when they rework sprint/block to be easier on the servers -- they're doing all of the above.
  • jcm2606
    jcm2606
    ✭✭✭✭✭
    ✭✭
    Olauron wrote: »
    jcm2606 wrote: »
    The only reason to specifically have big or small numbers is to make it easier to wrap your head around, that's it.
    That is not actually correct. Int calculations are easier and done faster than float calculations. The reason to have big numbers is to have more correct percent adjustments to these numbers in int types. 16% of 1000 would be 160. 16% of 10 would be 2. CP system provides a lot of 1%, 5% increases.

    Int is faster, but a lot of these calculations would likely be done in floating point numbers, as there are some float multipliers in game that are just hidden from the player.

    Regardless, you're right, so I'll amend that -- when working with floats, the only reason to specifically have big or small numbers is to make it easier to wrap your head around. There's more than enough values within even a single precision float to accurately represent any realistic numbers you'd see in game.
  • LennoxPoodle
    LennoxPoodle
    ✭✭✭
    Well given the issues that have been piling up with performance and the general oversize of the game. They are revitalizing the code I think to be not as bad it is with performance. There is many issues with things that hurt performance. Calculations I think is a big one the huge huge numbers in terms of damage. To much of a certain thing in an area. Like certain kinds of heals ablties that mobs or zergs use in pvp when all grouped together. People talked about performance being a lot better when groups were unable to be formed in Cyrodiil. So there is something there that has to be addressed. Players stacking up in a group all casting similar or performance killing abilties.
    What they should do is limit group size in Cyrodiil. To be no more then 12 players.
    Doing more to abilties making similar changes like they did with the orb ability that players were not happy about. I know its painful but for performance it is necessary. I think that was the main reason for that change. More changes like that need to be done to help the servers.

    Another issue that might be another problem for the game is how much damage output healing output and blocking out put in terms of very high numbers into other millions and even billions its so easy to unlock the million damage achieve I believe now. I can see that being a major issue.

    Everything needs to be scaled down. More like how it was in Oblivion like weapons dealing like say 20 or even 30 damage per hit. That would mean readjusting every single mob in the game. Reworking the entire combat system. Changing it to where it can be balanced with low numbers again instead of high ones like we have now.
    Examples here, right now a weapon by itself does like 1238 damage, 4000 with an enchantment. Adjusting that down to be 123 damage for that weapon and 400 enchantment damage. Performance would likely go up because the number of calculations and high numbers would be lower.

    It might help with stability not putting a cap or anything just reducing the numbers down I would say about 99% If they could make the combat more like oblivion's in terms of damage numbers I think that would be the best thing they could do. The highest damage a weapon could get in Oblivion was with Umbra I believe. That max was 33 damage going by the fandom But not sure on accuracy on that. . Applying a similar concept in terms of very low damage and adjusting all the mobs accordingly to work like Oblivion's combat system in terms of Numbers. I think the server might be able to handle millions more people if they can get it done. Though it might be harder to balance behind and might be why they changed it to be higher numbers to begin with . But I think it was a mistake because then the server has to do all these high number calculations no wonder performance could be getting worse.

    I myself never understood why games in general often feel like going into the 10^3s and making 10^0 differences irrelevant (and unused) in the process. Same applies to gold why not making all amounts 10 times smaller, using 100 instead of 1K?
  • Olauron
    Olauron
    ✭✭✭✭✭
    jcm2606 wrote: »
    Olauron wrote: »
    jcm2606 wrote: »
    The only reason to specifically have big or small numbers is to make it easier to wrap your head around, that's it.
    That is not actually correct. Int calculations are easier and done faster than float calculations. The reason to have big numbers is to have more correct percent adjustments to these numbers in int types. 16% of 1000 would be 160. 16% of 10 would be 2. CP system provides a lot of 1%, 5% increases.

    Int is faster, but a lot of these calculations would likely be done in floating point numbers, as there are some float multipliers in game that are just hidden from the player.

    Regardless, you're right, so I'll amend that -- when working with floats, the only reason to specifically have big or small numbers is to make it easier to wrap your head around. There's more than enough values within even a single precision float to accurately represent any realistic numbers you'd see in game.
    I think I have seen some developer comments about using int calculations. Don't think I can find such posts as it was somewhere at time of patch 1.6.5 with the introduction of Champion System when all stats became 8 times bigger.
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • JinMori
    JinMori
    ✭✭✭✭✭
    ✭✭
    Gilvoth wrote: »
    Kel wrote: »
    Interview from russian mmo-portal https://www.goha.ru
    Google translate:

    Not everyone likes the constant dilution of abilities with quick attacks, interruption of animations and other crutches. Looking forward to the best?

    Yes. We plan to radically redesign the combat system. On the one hand, our goal is to make the rotation of abilities interesting, without undue simplification, on the other hand, we do not want to depersonalize classes and characters. This is a complex process, but we are working hard and while in closed mode we are testing a new combat system, we think the players will like it.


    Almost sounds like they are getting rid of animation canceling.

    we can only hope.
    this is Absolutely the Best news this forum has ever Presented.
    this is Awesome News.
    thank you for sharing, and i hope this happens Soon.

    I'll drop this game in a heartbeat if they eliminate ani-cancel. Might as well be turn-based strategy at that point.

    Oh yea, absolutely, they will need to do some crazy *** to make combat as enjoyable again if they remove cancelling.

    Anyway, this article does not seem to be what was told, and i don't know the credibility.

    If they improve the combat though it be fine.

    And a final response to the people comparing wow combat to eso, as an argument against animation cancelling, just stop the combat is fundamentally different, if you tried out wow you would know this.
    Edited by JinMori on January 24, 2020 12:42PM
  • MyPrist
    MyPrist
    ✭✭✭
    Nestor wrote: »
    If you want to play a game that never changes, dont play an MMO

    When MMO changes to much - people leave it and it is dead. You can look on a lot of examples of it.
  • Seraphayel
    Seraphayel
    ✭✭✭✭✭
    ✭✭✭✭✭
    jcm2606 wrote: »
    Zordrage wrote: »
    Iccotak wrote: »
    animation cancelling is obviously a feature in the game.

    This is not WoW where we wait for abilities to finish casting or load
    This is an Action combat system

    80% of ability is WoW are prety much instant what the hell are you talking about lol the fluid and smoot combat is the best part of WoW basically the only reason im still playing it....

    Animation canceling was a design bug that they were lazy to fix and just said OH its a feature now so no it never was "obivously a feature"

    Animation canceling makes the combat and animations look *** and outdated the end.

    No, animation cancelling was an intended mechanic to allow players to immediately and consistently react to incoming attacks by dodging/blocking/etc. If it didn't exist, you wouldn't be able to perform any action while in the animation of another action, and that's what it's there to fix.

    What was unintended was players learning how it works, and exploiting it so effectively that they can significantly improve their damage output.

    This is wrong. Animation canceling was always a bug in the game mechanic that ZOS was aware about and wanted to get rid of in 2014 / 2015. Their plan was always to fix this during ESOs early years.

    They couldn’t fix it (like they couldn’t or can’t fix a lot of things still) and then it subsequently became a feature, even moreso after the sustain and LA/HA changes several years ago.

    Exploiting a mechanic should never result in a new feature and everything that is exploitable should get fixed ASAP. I pray to the Daedric Princes that they are ardently working on finally getting rid of this mess.
    Edited by Seraphayel on January 24, 2020 2:21PM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Seraphayel
    Seraphayel
    ✭✭✭✭✭
    ✭✭✭✭✭
    By the way, WoWs combat is not slower than ESOs combat (unless you play some of the very few hard casting specs). Just watch PvP videos from arena tournaments. In fact it’s even faster than ESO combat although there exist CDs. Another advantage of WoWs combat is that it’s in depth and has a lot of synergies, something ESO has not at all.

    To say WoWs combat is boring in comparison is very shortsighted.
    Edited by Seraphayel on January 24, 2020 2:24PM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Olauron wrote: »
    Linaleah wrote: »
    its not a troll article. its a troll "translation" Rich mentioned balancing and that its on their list of priorities once performance updates are done. and that they will release a roadmap once they have it.
    idk wrote: »
    Once again, when I looked at the article and ran it through Google Translate there was nothing like what is posted in the OP. The "new combat system" is what Zos has already been implementing over the past year.

    The answer specifically states they are working polishing and balancing the new combat system which is exactly what Zos is doing right now.

    Really, what is the need to blame OP? If you have read this thread as well a a discussion under the interview you would know that answer to that question was changed. That is the reason of translation in the current OP being different from current article.

    @Olauron

    I specifically noted what is posted in the OP and was not mentioning the person who posted the original post. In other words, I made a factual statement about the text in the OP.

    Also, if you had bothered to read the several posts you would see that people are still taking what is posted in the OP as what that article currently states because the OP has not changed it. People tend to not read entire threads so they would miss the information pointing out that the text in the OP no longer reflects what the article states.

    So what you should be advocating is the OP edit the original post to reflect what the article currently states so people get the correct information vs scolding someone for being factually correct.
    Edited by idk on January 24, 2020 2:35PM
  • ZOS_GinaBruno
    ZOS_GinaBruno
    Community Manager
    Hi everyone, just wanted to let you know that although this was a legitimate interview with Rich, some of the initial answers did not represent what was actually said. We reached out to the site to provide clarification, and they have since updated their article with responses that more accurately reflect what Rich had initially conveyed. To be clear, we are not currently planning to create a new combat system for ESO, and Spellcrafting isn’t currently on our future roadmap. As the most recent reply from the article states, our current priority is on game performance. Apologies for the confusion this caused.
    Gina Bruno
    Senior Creator Engagement Manager
    Dev Tracker | Service Alerts | ESO Twitter | My Twitter
    Staff Post
  • Olauron
    Olauron
    ✭✭✭✭✭
    idk wrote: »
    Olauron wrote: »
    Linaleah wrote: »
    its not a troll article. its a troll "translation" Rich mentioned balancing and that its on their list of priorities once performance updates are done. and that they will release a roadmap once they have it.
    idk wrote: »
    Once again, when I looked at the article and ran it through Google Translate there was nothing like what is posted in the OP. The "new combat system" is what Zos has already been implementing over the past year.

    The answer specifically states they are working polishing and balancing the new combat system which is exactly what Zos is doing right now.

    Really, what is the need to blame OP? If you have read this thread as well a a discussion under the interview you would know that answer to that question was changed. That is the reason of translation in the current OP being different from current article.

    @Olauron

    I specifically noted what is posted in the OP and was not mentioning the person who posted the original post. In other words, I made a factual statement about the text in the OP.

    Also, if you had bothered to read the several posts you would see that people are still taking what is posted in the OP as what that article currently states because the OP has not changed it. People tend to not read entire threads so they would miss the information pointing out that the text in the OP no longer reflects what the article states.

    So what you should be advocating is the OP edit the original post to reflect what the article currently states so people get the correct information vs scolding someone for being factually correct.
    The only thing I am advocating is that it is not the fault of the OP creator that article has been changed and that it is not his duty to reflect all article changes possible for the publishing life of the article in his OP.
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • Sandman929
    Sandman929
    ✭✭✭✭✭
    ✭✭✭✭✭
    Hi everyone, just wanted to let you know that although this was a legitimate interview with Rich, some of the initial answers did not represent what was actually said. We reached out to the site to provide clarification, and they have since updated their article with responses that more accurately reflect what Rich had initially conveyed. To be clear, we are not currently planning to create a new combat system for ESO, and Spellcrafting isn’t currently on our future roadmap. As the most recent reply from the article states, our current priority is on game performance. Apologies for the confusion this caused.

    Nonsense ended. Thanks for this.
  • xclassgaming
    xclassgaming
    ✭✭✭✭✭
    Hi everyone, just wanted to let you know that although this was a legitimate interview with Rich, some of the initial answers did not represent what was actually said. We reached out to the site to provide clarification, and they have since updated their article with responses that more accurately reflect what Rich had initially conveyed. To be clear, we are not currently planning to create a new combat system for ESO, and Spellcrafting isn’t currently on our future roadmap. As the most recent reply from the article states, our current priority is on game performance. Apologies for the confusion this caused.

    What about the updated character models?

    btw.

    Add veyahair. ty.
    Give us clannfear mounts!
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    Olauron wrote: »
    idk wrote: »
    Olauron wrote: »
    Linaleah wrote: »
    its not a troll article. its a troll "translation" Rich mentioned balancing and that its on their list of priorities once performance updates are done. and that they will release a roadmap once they have it.
    idk wrote: »
    Once again, when I looked at the article and ran it through Google Translate there was nothing like what is posted in the OP. The "new combat system" is what Zos has already been implementing over the past year.

    The answer specifically states they are working polishing and balancing the new combat system which is exactly what Zos is doing right now.

    Really, what is the need to blame OP? If you have read this thread as well a a discussion under the interview you would know that answer to that question was changed. That is the reason of translation in the current OP being different from current article.

    @Olauron

    I specifically noted what is posted in the OP and was not mentioning the person who posted the original post. In other words, I made a factual statement about the text in the OP.

    Also, if you had bothered to read the several posts you would see that people are still taking what is posted in the OP as what that article currently states because the OP has not changed it. People tend to not read entire threads so they would miss the information pointing out that the text in the OP no longer reflects what the article states.

    So what you should be advocating is the OP edit the original post to reflect what the article currently states so people get the correct information vs scolding someone for being factually correct.
    The only thing I am advocating is that it is not the fault of the OP creator that article has been changed and that it is not his duty to reflect all article changes possible for the publishing life of the article in his OP.

    You are correct that they do not have to update it. Considering they have bothered to acknowledge the change in a later post it would be the responsible thing to so that misleading information is not being propagated.

    In other words, you should be advocating the OP correct the original post instead of getting on my case for informing people the article no longer reflects the information in the OP.

    But do as you will. Hopefully with Gina's post this misinformation will cease being spread.
  • Ragnarock41
    Ragnarock41
    ✭✭✭✭✭
    ✭✭✭✭
    Seraphayel wrote: »
    I don’t think that any of the content was made with Animation Canceling in mind.

    The same arguments were brought up during the changes to Restoration Staff and Orb, people claimed trials weren’t doable after the changes and that veteran trials were designed with them in mind... guess what, all of that has been proven false after the changes went live. It’s the same with AC.

    It’s a broken mechanic they never achieved to fix and eventually accepted as a feature, which was a mistake in the first place.

    I'm no really so opposed to the idea of a ''new combat system''. I'm just afraid it would lack the depth of the current one or be worse. Will I cry after it if they remove the AC? Nah. Not really. But at the same time they have to re-adjust the entire game because like it or not, animation cancelling shaped the meta for this game, the buffs, nerfs, AC played a part in all of it and suddenly removing it would cause a massive balance shift for a lot of people.

    Besides how would removing the AC help with the current meta really? Everyone have super OP heals that don't need no AC to use, meanwhile to get a kill on some random magplar blockcasting heals and stuff, I need to play it literally perfectly. I don't think people would die without AC to begin with. Its too neccessary to land the damage before that 30k hp *insert any class here* heals back to full.
    Edited by Ragnarock41 on January 24, 2020 3:34PM
This discussion has been closed.