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: »Two reasons why it is not fixed yet.
Either 1. The developers are not skilled or clever enough to do it.
or 2. They admit that their combat design is so bad, that a bug makes the game better. (laughable)
Both speaks volumes of them, and the longer it stays. The worse it looks on them.
rager82b14_ESO wrote: »Two reasons why it is not fixed yet.
Either 1. The developers are not skilled or clever enough to do it.
or 2. They admit that their combat design is so bad, that a bug makes the game better. (laughable)
Both speaks volumes of them, and the longer it stays. The worse it looks on them.
At this point i wouldn't mind to just how much of a shitshow would happen if for one patch they removed it, like, when you cast you cannot block anymore, light attack gcd is tied with abilities etc.....
Maybe when that happens you would actually shut up and realize just how incorrect you were on this matter, but who am i kidding.
Of all the things i criticize the devs, keeping ac will never be one of them.
rager82b14_ESO wrote: »rager82b14_ESO wrote: »Two reasons why it is not fixed yet.
Either 1. The developers are not skilled or clever enough to do it.
or 2. They admit that their combat design is so bad, that a bug makes the game better. (laughable)
Both speaks volumes of them, and the longer it stays. The worse it looks on them.
At this point i wouldn't mind to just how much of a shitshow would happen if for one patch they removed it, like, when you cast you cannot block anymore, light attack gcd is tied with abilities etc.....
Maybe when that happens you would actually shut up and realize just how incorrect you were on this matter, but who am i kidding.
Of all the things i criticize the devs, keeping ac will never be one of them.
Sounds like the game will be much better and need tons more skill. I am all for it.
rager82b14_ESO wrote: »rager82b14_ESO wrote: »Two reasons why it is not fixed yet.
Either 1. The developers are not skilled or clever enough to do it.
or 2. They admit that their combat design is so bad, that a bug makes the game better. (laughable)
Both speaks volumes of them, and the longer it stays. The worse it looks on them.
At this point i wouldn't mind to just how much of a shitshow would happen if for one patch they removed it, like, when you cast you cannot block anymore, light attack gcd is tied with abilities etc.....
Maybe when that happens you would actually shut up and realize just how incorrect you were on this matter, but who am i kidding.
Of all the things i criticize the devs, keeping ac will never be one of them.
Sounds like the game will be much better and need tons more skill. I am all for it.
Lol, wtf.
Tons more skills, removing animation cancelling, the first thing to separate good players from decent or bad players, literally crazy, iv'e heard them all on this forum.
rager82b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Two reasons why it is not fixed yet.
Either 1. The developers are not skilled or clever enough to do it.
or 2. They admit that their combat design is so bad, that a bug makes the game better. (laughable)
Both speaks volumes of them, and the longer it stays. The worse it looks on them.
At this point i wouldn't mind to just how much of a shitshow would happen if for one patch they removed it, like, when you cast you cannot block anymore, light attack gcd is tied with abilities etc.....
Maybe when that happens you would actually shut up and realize just how incorrect you were on this matter, but who am i kidding.
Of all the things i criticize the devs, keeping ac will never be one of them.
Sounds like the game will be much better and need tons more skill. I am all for it.
Lol, wtf.
Tons more skills, removing animation cancelling, the first thing to separate good players from decent or bad players, literally crazy, iv'e heard them all on this forum.
Nah it shows an exploit of the system vs not.
Exploiting to burst out damage asap, is a clutch.
rager82b14_ESO wrote: »Siohwenoeht wrote: »rager82b14_ESO wrote: »When they get rid of AC. The game will be taken more serious.
Yes, a serious case study on how to implode a MMO with 1 change. It will be referenced throughout the gaming world for years to come.
Ok, developers what this person is saying is that your combat is so bad, that a glitch is the only thing that makes your combat good. That shows just how skilled at game design you are.
I'm afraid that you didnt understand me (so people agreeing with your post). What i'm proposing isn't anything new and against current game mechanics. @Varana summed it up. Basically change would be about adding cast times to every ability, so using block/HA/LA would cancel used ability. Ability animation would have same duration as it's cast time ofc. to make game smooth. And to make changes fair (and combat not tarded like now), longer cast time = better/stronger ability. Using abilities together, one just after another, wouldn't cancel ( 2nd ability would be put in que, just like now).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.
The game already has a check on the use of each skill. There is a GCD tied to each skill that must pass for the skill to do damage.
In other words, what you say happens is wrong. It misses that important element and as such paints a false picture. It also means what you say it could be is irrelevant as there is already the check/control in the current system and no reason to consider the suggestion. Especially since it is based on a false premise.
Unfadingsilence wrote: »So I been playing on the PTS these last few days and animation canceling still feels pretty good but why are people saying it's a RIP next patch?
Paramedicus wrote: »I'm afraid that you didnt understand me (so people agreeing with your post). What i'm proposing isn't anything new and against current game mechanics. (snip) summed it up. Basically change would be about adding cast times to every ability, so using block/HA/LA would cancel used ability. Ability animation would have same duration as it's cast time ofc. to make game smooth. And to make changes fair (and combat not tarded like now), longer cast time = better/stronger ability. Using abilities together, one just after another, wouldn't cancel, 2nd ability would be put in que, just like now.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.
The game already has a check on the use of each skill. There is a GCD tied to each skill that must pass for the skill to do damage.
In other words, what you say happens is wrong. It misses that important element and as such paints a false picture. It also means what you say it could be is irrelevant as there is already the check/control in the current system and no reason to consider the suggestion. Especially since it is based on a false premise.
Confusing about my post, could ve been this sentence: "This would fix stacking over 9000 hits in 1 second and would still let you react instantly on need". Sorry, about that then. That was just bad rhetoric on my part.
rager82b14_ESO wrote: »Two reasons why it is not fixed yet.
Either 1. The developers are not skilled or clever enough to do it.
or 2. They admit that their combat design is so bad, that a bug makes the game better. (laughable)
Both speaks volumes of them, and the longer it stays. The worse it looks on them.
rager82b14_ESO wrote: »Two reasons why it is not fixed yet.
Either 1. The developers are not skilled or clever enough to do it.
or 2. They admit that their combat design is so bad, that a bug makes the game better. (laughable)
Both speaks volumes of them, and the longer it stays. The worse it looks on them.
Not at all. Both comments are merely an opinion but not one based on knowledge of the combat design in ESO. It is easy to make such baseless comments but unlike many of us who have explained ad nauseum about the combat design and how it relates to AC this person has not provided anything to back up their words.
we are not talking about light attack animation canceling, light attack animation canceling is fine.Contaminate wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Two reasons why it is not fixed yet.
Either 1. The developers are not skilled or clever enough to do it.
or 2. They admit that their combat design is so bad, that a bug makes the game better. (laughable)
Both speaks volumes of them, and the longer it stays. The worse it looks on them.
At this point i wouldn't mind to just how much of a shitshow would happen if for one patch they removed it, like, when you cast you cannot block anymore, light attack gcd is tied with abilities etc.....
Maybe when that happens you would actually shut up and realize just how incorrect you were on this matter, but who am i kidding.
Of all the things i criticize the devs, keeping ac will never be one of them.
Sounds like the game will be much better and need tons more skill. I am all for it.
Lol, wtf.
Tons more skills, removing animation cancelling, the first thing to separate good players from decent or bad players, literally crazy, iv'e heard them all on this forum.
Nah it shows an exploit of the system vs not.
Exploiting to burst out damage asap, is a clutch.
Maybe this is news to you but LA weaving is literally just manual basic attacking instead of the game doing it for you.
If you somehow can’t do a mouse click and a button press every second, no amount of combat changes will help you. Skill players will always be better than unskilled players, especially when unskilled players make no true effort to improve their skill.
we are not talking about light attack animation canceling, light attack animation canceling is fine.Contaminate wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Two reasons why it is not fixed yet.
Either 1. The developers are not skilled or clever enough to do it.
or 2. They admit that their combat design is so bad, that a bug makes the game better. (laughable)
Both speaks volumes of them, and the longer it stays. The worse it looks on them.
At this point i wouldn't mind to just how much of a shitshow would happen if for one patch they removed it, like, when you cast you cannot block anymore, light attack gcd is tied with abilities etc.....
Maybe when that happens you would actually shut up and realize just how incorrect you were on this matter, but who am i kidding.
Of all the things i criticize the devs, keeping ac will never be one of them.
Sounds like the game will be much better and need tons more skill. I am all for it.
Lol, wtf.
Tons more skills, removing animation cancelling, the first thing to separate good players from decent or bad players, literally crazy, iv'e heard them all on this forum.
Nah it shows an exploit of the system vs not.
Exploiting to burst out damage asap, is a clutch.
Maybe this is news to you but LA weaving is literally just manual basic attacking instead of the game doing it for you.
If you somehow can’t do a mouse click and a button press every second, no amount of combat changes will help you. Skill players will always be better than unskilled players, especially when unskilled players make no true effort to improve their skill.
not what we are referring to.
Paramedicus wrote: »I'm afraid that you didnt understand me (so people agreeing with your post). What i'm proposing isn't anything new and against current game mechanics. @Varana summed it up. Basically change would be about adding cast times to every ability, so using block/HA/LA would cancel used ability. Ability animation would have same duration as it's cast time ofc. to make game smooth. And to make changes fair (and combat not tarded like now), longer cast time = better/stronger ability. Using abilities together, one just after another, wouldn't cancel, 2nd ability would be put in que, just like now.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.
The game already has a check on the use of each skill. There is a GCD tied to each skill that must pass for the skill to do damage.
In other words, what you say happens is wrong. It misses that important element and as such paints a false picture. It also means what you say it could be is irrelevant as there is already the check/control in the current system and no reason to consider the suggestion. Especially since it is based on a false premise.
Confusing about my post, could ve been this sentence: "This would fix stacking over 9000 hits in 1 second and would still let you react instantly on need". Sorry, about that then. That was just bad rhetoric on my part.
rager82b14_ESO wrote: »Siohwenoeht wrote: »rager82b14_ESO wrote: »When they get rid of AC. The game will be taken more serious.
Yes, a serious case study on how to implode a MMO with 1 change. It will be referenced throughout the gaming world for years to come.
Ok, developers what this person is saying is that your combat is so bad, that a glitch is the only thing that makes your combat good. That shows just how skilled at game design you are.
Ok I had to laugh! The thought that the best thing about ESO'S combat that they like is an unintended mechanic is hilarious! Yet awfully disappointing.
rager82b14_ESO wrote: »rager82b14_ESO wrote: »Siohwenoeht wrote: »rager82b14_ESO wrote: »When they get rid of AC. The game will be taken more serious.
Yes, a serious case study on how to implode a MMO with 1 change. It will be referenced throughout the gaming world for years to come.
Ok, developers what this person is saying is that your combat is so bad, that a glitch is the only thing that makes your combat good. That shows just how skilled at game design you are.
Ok I had to laugh! The thought that the best thing about ESO'S combat that they like is an unintended mechanic is hilarious! Yet awfully disappointing.
It is sad, but it is the only logic I found on why people defend this glitch so much. The facts devs kept it for this long, shows they got no pride in the combat of this game. It is sad.
here is what the developers said
Quote:
Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much. You also can’t animation cancel them because we don’t want players to be able to instantly cast them anymore. They are just too powerful.
End Quote:[/b]
here is where the quote came from:
source:
https://forums.elderscrollsonline.com/en/discussion/490953/u23-combat-q-a/p1
the developers were right, it's too much damage happening too fast and we cant even see the actualy damage skill that was used, all we see is a flash and glitch that happens instantly and kills people character that we have no way to counter nore react to.
its not about light animation canceling, those are fine
and you cant use skill animation canceling as a counter.
there is no counter.
it's instant death especially if you are attacked from some one that was in stealth before that combo - instant death
the developers agreed with us and removed it.
animation canceling constantly a wide range of skills in an instant is simply not realistic pvp fighting, it's foolishness and i promise was not intended.
the developers agreed with us and removed it.
animation canceling constantly a wide range of skills in an instant is simply not realistic pvp fighting, it's foolishness and i promise was not intended.
exeeter702 wrote: »here is what the developers said
Quote:
Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much. You also can’t animation cancel them because we don’t want players to be able to instantly cast them anymore. They are just too powerful.
End Quote:[/b]
here is where the quote came from:
source:
https://forums.elderscrollsonline.com/en/discussion/490953/u23-combat-q-a/p1
the developers were right, it's too much damage happening too fast and we cant even see the actualy damage skill that was used, all we see is a flash and glitch that happens instantly and kills people character that we have no way to counter nore react to.
its not about light animation canceling, those are fine
and you cant use skill animation canceling as a counter.
there is no counter.
it's instant death especially if you are attacked from some one that was in stealth before that combo - instant death
the developers agreed with us and removed it.
animation canceling constantly a wide range of skills in an instant is simply not realistic pvp fighting, it's foolishness and i promise was not intended.
You are conflating 2 separate issues here. I wont debate whether or not cast times on ults is wise. The logic behind that is reasonably sound, powerful moves should be set up and have the option to be reacted to. Ultimates also fill the mmo class design space of high impact longer cooldown skills.
Not everything in the game is designed around the potency of an ultimate skill. And imposing reactionary cast times to every single ability in the game would have dire consequences that you are failing to see.