Nemesis7884 wrote: »i dont really understand why people want to keep this bug in the game - i do understand that people want to have an active, engaging and fun combat system in the game that rewards skill - but why not fix and replace animation cancelling into something that is not a bug but an intended feature and achieves the same purpose?
JamieAubrey wrote: »GOOD
Hopefully I wont die to the same skill 5x in a second
Literally impossible thanks to the GCD, but okay.
MaleAmazon wrote: »"We shall not cease from trying to kill skill-based combat"
I've always thought it a bit odd to add animation into content...and then design other content to remove it. If we're so taken with removing it to achieve the highest possible DSP, what good is the animation in the first place?
Nemesis7884 wrote: »i dont really understand why people want to keep this bug in the game - i do understand that people want to have an active, engaging and fun combat system in the game that rewards skill - but why not fix and replace animation cancelling into something that is not a bug but an intended feature and achieves the same purpose?
Actually, they could fix it pretty easly.MaleAmazon wrote: »I mean basically it comes down to this: The devs want their game to look good. So they have an animation that looks good and goes with the skill. Now, mechanically however, the damage needs to be checked at some point. So the game checks if the skill hits, and unless the recipient is dodging or blocking *at the time* the skill goes through, damage applied, done. You could have the damage be checked at the end of the animation, but then all animations would need to be of the same length pretty much. And a good looking animation can take over a second - which is enough time to react, and you wouldn´t hit anything with single-target. One solution would be to have extremely fast animations, which would make the game look like Elder Benny Hill Online - which come to think of it would be great
(...)
The alternative would be to either disallow this responsiveness, meaning you´d click block since there´s a giant fireball coming at you, but your character wouldn´t block but happily twirl a crossbow, do a magical rope-pull or whatever he or she now does. This would make for horrific combat. Or you ani cancel but don´t get the benefit (this has been suggested by forum idiots - I call them idiots since I haven´t finished my morning coffee. Once I have I´ll call them 'new players'.) Problem with this is that the result would be spamming of the shortest animation attack. Longer animations would probably not be worth it, at least not in PvP.
1) you cast skill
2) game checks if recipient can by hit (in target, not dodging etc.)
-> if yes then:
3) game waits for duration of skill animation and checks if skill is being canceled (by your block, your LA, your dodge)
-> if no then:
4) game registers damage on recipient.
Well then you should be perfectly happy since it is literally impossible to use more than one skill in a given second already even with animation canceling.JamieAubrey wrote: »GOOD
Hopefully I wont die to the same skill 5x in a second
I edited my last post, to clarify more on this issue, i ll 'quote' myself below:MaleAmazon wrote: »1) you cast skill
2) game checks if recipient can by hit (in target, not dodging etc.)
-> if yes then:
3) game waits for duration of skill animation and checks if skill is being canceled (by your block, your LA, your dodge)
-> if no then:
4) game registers damage on recipient.
Well, that´s exactly what I wrote actuallyand I´ll reiterate that in my experience this only results in shorter animation, "safer" skills being used. What you describe in terms of wind-up is what the heavy attack does (well, ok, it also restores resources which is weird but works well in-game.)
OK, but we are not talking about server lag. You can use this argument any time in any discussion. If were talking about -let's say- adding new class to game on how it should look and play like, you could be against it, because this would add more skill diveristy in game and potentially increasing load on servers. But if we want to go there: i could say that it would fix lag, because game would have more time to do calculations (thx to delay introduced). Since we don't know how it would affect performance, talking about it seems bit pointles to me tho.MaleAmazon wrote: »And trust me what you describe wouldn´t "solve" anything. If anything it would make server lag have an even bigger impact on the game which nobody wants.
Stacking damage wouldn't be possible anymore, because your activites would cancel each other. Now they don't and that's why you can stack damage (by stacking i mean by exploit but also by weaving). My proposition could potentialy fix sync exploit, because game wouldn't have to do so many calculations on same time to fit skills it in GCD window. Why? Becuse your activity i.e pressing block just after using ability, would let game 'forget' about that ability being ever used, and care about applying block properly.MaleAmazon wrote: »Stacking of hits has absolutely zero to do with ani cancel, that´s lag and server syncing. Don´t ask me exactly how it works - I´m a doctor, not a programmer! but it´s not ani cancel. The global cool-down applies - what you can squeeze in there is light attack + skill + bash/block/barswap. And some special skills like flying blade which bypass the GCD (but do so intentionally), and I am unsure about ultis since I´ve read stuff that might not be accurate (anyway they can´t be spammed). Period.
You cannot pack 10 skills into one second unless there is an exploit that reliably desyncs the GAME. Not animation cancelling.
Yes, you can say that, but additional fixes would have to be introduced (like longer animation = stronger skill etc; or making some skills animations longer/shorter to balance stuff out).What this essentially boils down to is adding a cast time to each and every skill.
I'm not sure this will go over well with the audience.
Stacking damage is already impossible because you can not violate the global cooldown. You're attempting to invent a problem in order to push your solution.Paramedicus wrote: »Stacking damage wouldn't be possible anymore, because your activites would cancel each other.
Maybe you should learn how to actually read a death recap because there are plenty of effects that can trigger on a single attack that will all show up in the recap. A weapon glyph/poison going off, proccing a status effect, an armor proc going off, an ability that deals upfront damage and a dot will show up as two effects instead of one, I could go on.eklhaftb16_ESO wrote: »
Just yesterday in Cyrodill while doing a quest on my crafting mule who doesn't carry impenetrable armor: I was hit by two visible attacks from the opponent before I died, but there were like five different attacks in my death log. I was standing still and watching, and it went literally like this: first hit, second hit, death; and then my death log was full of attacks that didn't "happen" at all.
So there's obviously something weird going on. Even in silly 70s kung-fu movies, one swing usually means one hit, not three.
Stacking damage is possible, because you can weave LA/HA with abilites. I'm not talking about stacking damage from using abilites only.Stacking damage is already impossible because you can not violate the global cooldown. You're attempting to invent a problem in order to push your solution.Paramedicus wrote: »Stacking damage wouldn't be possible anymore, because your activites would cancel each other.
Dunno if you are talking about what i wrote, but my proposition would affect all abilites, not just damage.All I can say is regardless of animation canceling or not I will still ROFL at the combat team. Their gear is set to nerf. How about you guys nerf blocking and healing? I don't know if you've noticed but pvp is currently PLEAGUED by it. Instead you guys keep nerfing damage MORE AND MORE AND MORE.
this patch has a change they made to block canceling, and it allows us to now see clearly the actual animations taking place when people attempt to block cancel.
i love this change and hope we see more of it.
it allows us a chance to react to the animations being canceled instead of watching instant flashes that are unable to even recognize what skill was cast.
with this new block changes taking place it is a step forward in the right direction to cancel animation canceling to the slightest degree, just enough to allow us a fair chance to see the actual animations taking place.
its a very welcomed change.
MaleAmazon wrote: »"We shall not cease from trying to kill skill-based combat"
This is what it is really all about, the elimination of skill and effort as determining factors in success.
LOL.
As usual, some people think that the removal of mindless routine LA weaving will dump the combat system down. Others think that the removal will remove the ability to swiftly barswap/block. Others think that totally ping depending combat is fine in MMORPG.
ZOS, I know, you'll do it right. Don't listen to the crowd, they just don't understand what they're talking about.
Nemesis7884 wrote: »i dont really understand why people want to keep this bug in the game - i do understand that people want to have an active, engaging and fun combat system in the game that rewards skill - but why not fix and replace animation cancelling into something that is not a bug but an intended feature and achieves the same purpose?
rager82b14_ESO wrote: »
JamieAubrey wrote: »GOOD
Hopefully I wont die to the same skill 5x in a second
Paramedicus wrote: »Actually, they could fix it pretty easly.MaleAmazon wrote: »I mean basically it comes down to this: The devs want their game to look good. So they have an animation that looks good and goes with the skill. Now, mechanically however, the damage needs to be checked at some point. So the game checks if the skill hits, and unless the recipient is dodging or blocking *at the time* the skill goes through, damage applied, done. You could have the damage be checked at the end of the animation, but then all animations would need to be of the same length pretty much. And a good looking animation can take over a second - which is enough time to react, and you wouldn´t hit anything with single-target. One solution would be to have extremely fast animations, which would make the game look like Elder Benny Hill Online - which come to think of it would be great
(...)
The alternative would be to either disallow this responsiveness, meaning you´d click block since there´s a giant fireball coming at you, but your character wouldn´t block but happily twirl a crossbow, do a magical rope-pull or whatever he or she now does. This would make for horrific combat. Or you ani cancel but don´t get the benefit (this has been suggested by forum idiots - I call them idiots since I haven´t finished my morning coffee. Once I have I´ll call them 'new players'.) Problem with this is that the result would be spamming of the shortest animation attack. Longer animations would probably not be worth it, at least not in PvP.
atm casting skills and damage registering are instant, so:
1) you cast skill
2) game checks if recipient can by hit (in target, not dodging etc.)
-> if yes then:
3) game registers damage on recipient.
There is no delay between these steps.
And it could look like this (introducing delay between hit checking and damage registering):
1) you cast skill
2) game checks if recipient can by hit (in target, not dodging etc.)
-> if yes then:
3) game waits for duration of skill animation and checks if skill is being canceled (by your block, your LA, your dodge)
-> if no then:
4) game registers damage on recipient.
To put it more clearly: using skill/block etc. would cancel not only animation, but also effects of skill you used. There would be no need to speed up animations (no benny hill effect) and you wouldn't experience any lag or much clunkiness in combat (because game would check if target can be hit instantly). The difference would be just when damage is being registered (i.e. 0.5s later for animation). This would fix stacking over 9000 hits in 1 second and would still let you react instantly on need (do i need to block now? OK, i'm blocking, but at expense of skill that was being casted).
There would be no incentive in using attacks with shortest animations only, but skills would have to be optimized by devs properly (longer animation = stronger skill). This would give more realistic feeling (i.e. if you are boxing irl, you know that your left jab won't be effective as cross or uppercut, but it is safer because quicker. Sometimes you will risk using longer punch tho, because it 'deals more damage').
This would be big change to combat tho, because now you would have to think which button you want to press more carefully. Combat would be bit slower, with less button smashing, but still dynamic and responsive (but more like real life, because we can't bend time and space irl (?)). This would also require lot of testing, because maybe not everything should cancel (i.e.maybe just blocks and dodges, or maybe skills used on LAs too?).
anyway, it s perfectly do-able, and would fix this silly mechanic with damage stacking we have now.
People don't read the wording of posts and then it becomes a giant game of telephone where every single thing is getting nerfed and did you hear??? THEY'RE DELETING ALL SORCS NOW TOO!!!!