Dusk_Coven wrote: »I find the difference between the originally-there text and the what's-there-now text very interesting.
Does the person writing the website not know how to transcribe verbatim or were they always paraphrasing? Google translate or not, the content is totally different now.
Whatever the case, no reason to trust that website now.
This whole incident smells fishy.
Ragnarock41 wrote: »Dusk_Coven wrote: »I find the difference between the originally-there text and the what's-there-now text very interesting.
Does the person writing the website not know how to transcribe verbatim or were they always paraphrasing? Google translate or not, the content is totally different now.
Whatever the case, no reason to trust that website now.
This whole incident smells fishy.
Well I wouldn't take anything too seriously unless confirmed by Zenimax. However it is clear as day that they are on the process of completely reworking how the combat works. Cast times, travel times, nerfs to block cancelling etc. Should be a bigger picture they aim to achieve, no?
Seraphayel 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Animation canceling makes the combat and animations look *** and outdated the end.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.
Dusk_Coven wrote: »I find the difference between the originally-there text and the what's-there-now text very interesting.
Does the person writing the website not know how to transcribe verbatim or were they always paraphrasing? Google translate or not, the content is totally different now.
Whatever the case, no reason to trust that website now.
This whole incident smells fishy.
ZOS_GinaBruno wrote: »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.
The op should really change the title at this point, the zos post basically confirmed that some part of it was bs, as i thought.
This, note that it was an outcry in WOW community then more skills was added to the global cooldown.Seraphayel 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.
I'm not just talking about weaving, I'm talking about animation cancelling as a whole. Weaving, block cancelling, bash cancelling, dodge cancelling, bar swap cancelling, everything cancelling.
Animation cancelling as a whole was 100% intended, because it's a requirement in having an active combat system be reliable and responsive for users.
See literally any game that has an active combat system, and note how they all have animation cancelling to some degree. Better yet, see Path of Exile having to retroactively implement it into an existing combat system to have melee be playable without having to stack attack speed.
Animation cancelling is necessary for responsiveness. Without it, they have to slow combat way down, so players have a chance to react to an attack without being stuck in an animation.
Again, what wasn't intended was players learning and exploiting it as they do, and that is probably what they tried to fix. Not animation cancelling, but how it interacts with skills and enables you to cut animations short while still retaining the functionality of the skill.
They cannot fix that without moving away from truly instant skills, and towards short cast time skills. See how the community has reacted to ults having cast times, if you want an insight as to even a modicum of the rage if Zenimax were to do this.
If you want an insight as to how the game would play without animation cancelling, go run any content that has telegraphed one-shot mechanics (ideally ones you have to block, dodge, or bash), and wait until your character returns to the idle pose before performing any action.
EDIT: As I said in another thread, something as complex yet predictable as animation cancelling doesn't just accidentally itself into existence. That's not how software bugs work. There's an underlying system behind animation cancelling, and that system is what was intended, which, by extension, makes animation cancelling intended.
This, note that it was an outcry in WOW community then more skills was added to the global cooldown.Seraphayel 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.
I'm not just talking about weaving, I'm talking about animation cancelling as a whole. Weaving, block cancelling, bash cancelling, dodge cancelling, bar swap cancelling, everything cancelling.
Animation cancelling as a whole was 100% intended, because it's a requirement in having an active combat system be reliable and responsive for users.
See literally any game that has an active combat system, and note how they all have animation cancelling to some degree. Better yet, see Path of Exile having to retroactively implement it into an existing combat system to have melee be playable without having to stack attack speed.
Animation cancelling is necessary for responsiveness. Without it, they have to slow combat way down, so players have a chance to react to an attack without being stuck in an animation.
Again, what wasn't intended was players learning and exploiting it as they do, and that is probably what they tried to fix. Not animation cancelling, but how it interacts with skills and enables you to cut animations short while still retaining the functionality of the skill.
They cannot fix that without moving away from truly instant skills, and towards short cast time skills. See how the community has reacted to ults having cast times, if you want an insight as to even a modicum of the rage if Zenimax were to do this.
If you want an insight as to how the game would play without animation cancelling, go run any content that has telegraphed one-shot mechanics (ideally ones you have to block, dodge, or bash), and wait until your character returns to the idle pose before performing any action.
EDIT: As I said in another thread, something as complex yet predictable as animation cancelling doesn't just accidentally itself into existence. That's not how software bugs work. There's an underlying system behind animation cancelling, and that system is what was intended, which, by extension, makes animation cancelling intended.
So they could remove weaving, but then they has to re balance a lot and lots of sets depend on LA to trigger.
Seraphayel 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.
I'm not just talking about weaving, I'm talking about animation cancelling as a whole. Weaving, block cancelling, bash cancelling, dodge cancelling, bar swap cancelling, everything cancelling.
Animation cancelling as a whole was 100% intended, because it's a requirement in having an active combat system be reliable and responsive for users.
See literally any game that has an active combat system, and note how they all have animation cancelling to some degree. Better yet, see Path of Exile having to retroactively implement it into an existing combat system to have melee be playable without having to stack attack speed.
Animation cancelling is necessary for responsiveness. Without it, they have to slow combat way down, so players have a chance to react to an attack without being stuck in an animation.
Again, what wasn't intended was players learning and exploiting it as they do, and that is probably what they tried to fix. Not animation cancelling, but how it interacts with skills and enables you to cut animations short while still retaining the functionality of the skill.
They cannot fix that without moving away from truly instant skills, and towards short cast time skills. See how the community has reacted to ults having cast times, if you want an insight as to even a modicum of the rage if Zenimax were to do this.
If you want an insight as to how the game would play without animation cancelling, go run any content that has telegraphed one-shot mechanics (ideally ones you have to block, dodge, or bash), and wait until your character returns to the idle pose before performing any action.
EDIT: As I said in another thread, something as complex yet predictable as animation cancelling doesn't just accidentally itself into existence. That's not how software bugs work. There's an underlying system behind animation cancelling, and that system is what was intended, which, by extension, makes animation cancelling intended.
Seraphayel wrote: »DukeDiewalker 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.
zadrotscrolls wrote: »Interview from russian mmo-portal https://www.goha.ru
Google translate:Thanks. Since we were talking about the battle, what about the combat system? Will there be a revision and its processing? 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.
And what?And now what? I have been training rotation with light attacks for so long, brought them to automatism for so long. And now the combat system will feel like a necromancer?
ZOS_GinaBruno wrote: »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.
Seraphayel wrote: »DukeDiewalker 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.
It is not a broken gameplay mechanic nor has it ever been a bug. The combat design of this game was very intentional. While Something being unintended is not the same as being broken or a bug.
Regardless, Gina has confirmed the information in the OP/the original version of the article, is incorrect. There is no new combat system being developed, only what Zos has been implementing over the past year. That means Zos is still keeping AC as a legitimate part of the game. It is here to stay.
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.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.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.
Seraphayel wrote: »Seraphayel wrote: »DukeDiewalker 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.
It is not a broken gameplay mechanic nor has it ever been a bug. The combat design of this game was very intentional. While Something being unintended is not the same as being broken or a bug.
Regardless, Gina has confirmed the information in the OP/the original version of the article, is incorrect. There is no new combat system being developed, only what Zos has been implementing over the past year. That means Zos is still keeping AC as a legitimate part of the game. It is here to stay.
I was never talking about a new combat system. That never was on the plate. Removing or fixing animation canceling would make it a new combat system either.
It’s quite revealing that Gina said they aren’t working on a new combat system (which is absolutely logical unless they would change to a tab target system etc) but never denied any of the animation canceling changes mentioned.
Do you think I am opposing changes to the original post? I am not. At the same time I don't feel the need to pressure "change it, change it, change it". I know that I wouldn't lose information in such a case, as the first thing I do in a thread that is of interest to me is reading developer comments when available. Usually even before reading the first post.Bluepitbull13 wrote: »@Olauron the OP is not responsible for adding all the changes for the publishing life of the article, but the OP should at the very least add an update to his original post stating that there was a mistranslation. Gina a ZOS representative already stated on page 4 that this was a mistranslation. People aren't always going to read 5 pages to understand that this was the case, that's why there has been responses in the previous pages thinking that the Russian article was accurate when it's not.
Couldn't have said it better myself. Quality post. Especially the part where you describe how it would be without animation cancelling.Seraphayel 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.
I'm not just talking about weaving, I'm talking about animation cancelling as a whole. Weaving, block cancelling, bash cancelling, dodge cancelling, bar swap cancelling, everything cancelling.
Animation cancelling as a whole was 100% intended, because it's a requirement in having an active combat system be reliable and responsive for users.
See literally any game that has an active combat system, and note how they all have animation cancelling to some degree. Better yet, see Path of Exile having to retroactively implement it into an existing combat system to have melee be playable without having to stack attack speed.
Animation cancelling is necessary for responsiveness. Without it, they have to slow combat way down, so players have a chance to react to an attack without being stuck in an animation.
Again, what wasn't intended was players learning and exploiting it as they do, and that is probably what they tried to fix. Not animation cancelling, but how it interacts with skills and enables you to cut animations short while still retaining the functionality of the skill.
They cannot fix that without moving away from truly instant skills, and towards short cast time skills. See how the community has reacted to ults having cast times, if you want an insight as to even a modicum of the rage if Zenimax were to do this.
If you want an insight as to how the game would play without animation cancelling, go run any content that has telegraphed one-shot mechanics (ideally ones you have to block, dodge, or bash), and wait until your character returns to the idle pose before performing any action.
EDIT: As I said in another thread, something as complex yet predictable as animation cancelling doesn't just accidentally itself into existence. That's not how software bugs work. There's an underlying system behind animation cancelling, and that system is what was intended, which, by extension, makes animation cancelling intended.
Sandman929 wrote: »ZOS_GinaBruno wrote: »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.
Do you think I am opposing changes to the original post? I am not. At the same time I don't feel the need to pressure "change it, change it, change it". I know that I wouldn't lose information in such a case, as the first thing I do in a thread that is of interest to me is reading developer comments when available. Usually even before reading the first post.Bluepitbull13 wrote: »@Olauron the OP is not responsible for adding all the changes for the publishing life of the article, but the OP should at the very least add an update to his original post stating that there was a mistranslation. Gina a ZOS representative already stated on page 4 that this was a mistranslation. People aren't always going to read 5 pages to understand that this was the case, that's why there has been responses in the previous pages thinking that the Russian article was accurate when it's not.
Spaceroamer wrote: »“Every single one of you has been animation cancelling without even knowing you are doing it. You will be up for a rude awakening if you ever get your way with the game.”
People know they’ve been animation cancelling in the game. To do any combat reliably in this game you have to animation cancel. Which is the oppositions main point: animation cancelling is annoying.
ZOS_GinaBruno wrote: »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.