I think the two aspects of the combat system that closest resemble oil and water are the basics on the one side - timed dodging and blocking, interrupts, exploits with heavy attack, that sort of thing they teach you in the first steps of the tutorial - and instant abilities, preferably animation canceled into multiple instant hits at the same time, on the other side.Paramedicus wrote: »@idk
Yep, current combat is poor because it's some odd compromise between slow GCD-system and 'fast-paced-combat', where main thing that makes combat actually faster is animation canceling. With AC game looks glichy and combat isn't intuitive (you gotta admit that possibiliy to use skill and cancel just it's animation is odd). But without AC game combat would become slow-poke-fest. Very sophisticated system indeed.
Paramedicus wrote: »@Royaji
Well, its not surprising that people prefer skills with instant 'cast times', since they give your opontent less time to react and are safer to use. But i'm talking about situation where there are no instant abilites. Notice also, that if there were no GCD, then some aspects of combat would be faster, with some abilites having cast times lower than current GCD (so you could spam them faster).
BUT i will have to agree with you, that I'm talking about some hypothetical (ideal) situation, where game engine could actually do this stuff right (and that's me being too naive i guess). So this whole idea may be not even possible to apply and I have to acknowledge that :P
@idk
Yep, current combat is poor because it's some odd compromise between slow GCD-system and 'fast-paced-combat', where main thing that makes combat actually faster is animation canceling. With AC game looks glichy and combat isn't intuitive (you gotta admit that possibiliy to use skill and cancel just it's animation is odd). But without AC game combat would become slow-poke-fest. Very sophisticated system indeed.
I'm somewhat doubtful this is because of the combat system and not in spite of it. Maybe it's anecdotal, but the clunky combat visuals are on of the most cited reasons among my friends who left the game, and it was a very common complaint in ESO's earlier years.The #1 unvoiced problem with weaving/AC is that it makes combat look like your character is having an epileptic fit. That's absolutely a problem when trying to recruit new players, especially those used to TES combat.
There's a reason Dark Souls defined the decade as far as RPG combat goes. Even ESO tried to replicate a lot of it in its basics, but gave in to players who became used to weaving/AC rotations.
Which is why ESO remains one of the top MMORPGs of today's time and has sold as many copies of the game as FF14 did when had been out this many years.Nah, the better you weave, the more ridiculous it looks, because more of the transition animations get canceled. One moment you are shooting your bow into the sky, then it's gone and you attack with two daggers, then you have a flame in your hands ... it's quite ridiculous if you are used to things like Skyrim's combat.Also, while I do not notice my character twitching when in combat as I am focused on the combat itself, when I watch streams and videos I do not see twitching. Maybe it happens when unskilled players trying to get it right, idk.
Well, right back at you? As I said, my experience might be anecdotal, but that lies in the nature of the topic because we don't have the statistical data to come to more robust conclusions - we don't even know how many people are actively playing the game, no matter how many millions of created accounts ZOS proclaims every year.You can doubt all you want to. It is your prerogative to have an opinion even if it is one without anything to support it.
lol. I omitted "It does not seem ESO has had problems brining in new players." because I already addressed ESO's success in the first part. Replying to it is not inconvenient, it's redundant. I make it a habit to quote things directly I intend to reply to (like now), as nothing annoys me more in forums than people quoting whole posts when they only reply with a few lines. I feel it really inhibits readability.I do find it interesting how you edited the quote to remove the parts that are inconvenient you your statement here. That speaks volumes.
I'm sorry, the issue is so apparent that anyone who has weaved a single skill in this game can see it. You can look at any parse video you like. When you cancel animations, it has to look janky because the transitions to and from the neutral stance are removed or cut short.Also, I think you have that backwards as good and proper weaving only adds a slight movement compared to the motion the character makes when firing off the skill. I think you are just running with some players doing something wrong if you think the better one weaves the more ridiculous it looks. Maybe you can post a video of what you are talking about as it make no sense as is.
I think the two aspects of the combat system that closest resemble oil and water are the basics on the one side - timed dodging and blocking, interrupts, exploits with heavy attack, that sort of thing they teach you in the first steps of the tutorial - and instant abilities, preferably animation canceled into multiple instant hits at the same time, on the other side.Paramedicus wrote: »@idk
Yep, current combat is poor because it's some odd compromise between slow GCD-system and 'fast-paced-combat', where main thing that makes combat actually faster is animation canceling. With AC game looks glichy and combat isn't intuitive (you gotta admit that possibiliy to use skill and cancel just it's animation is odd). But without AC game combat would become slow-poke-fest. Very sophisticated system indeed.
They are two sides of the same coin, that being wanting players to be able to instantly react, whether defensively or offensively, and that works fine in PvE because NPCs play by different rules. Their abilities are often well-telegraphed with a cast time, giving you enough opportunity to actually react.
But this all breaks down in PvP. By definition, reactive gameplay is impossible against instant abilities. There is literally no time. The exception being projectiles, and people have been asking to increase their traveling speed because it is actually too easy to react to them and dodge.
So you end up with a defensively reactive and offensively mindless (just push through your weaved rotation) gameplay in PvE, and "fast-paced", pro-active hail-mary gameplay in PvP.
Well, right back at you? As I said, my experience might be anecdotal, but that lies in the nature of the topic because we don't have the statistical data to come to more robust conclusions - we don't even know how many people are actively playing the game, no matter how many millions of created accounts ZOS proclaims every year.You can doubt all you want to. It is your prerogative to have an opinion even if it is one without anything to support it.lol. I omitted "It does not seem ESO has had problems brining in new players." because I already addressed ESO's success in the first part. Replying to it is not inconvenient, it's redundant. I make it a habit to quote things directly I intend to reply to (like now), as nothing annoys me more in forums than people quoting whole posts when they only reply with a few lines. I feel it really inhibits readability.I do find it interesting how you edited the quote to remove the parts that are inconvenient you your statement here. That speaks volumes.I'm sorry, the issue is so apparent that anyone who has weaved a single skill in this game can see it. You can look at any parse video you like. When you cancel animations, it has to look janky because the transitions to and from the neutral stance are removed or cut short.Also, I think you have that backwards as good and proper weaving only adds a slight movement compared to the motion the character makes when firing off the skill. I think you are just running with some players doing something wrong if you think the better one weaves the more ridiculous it looks. Maybe you can post a video of what you are talking about as it make no sense as is.
Paramedicus wrote: »With AC game looks glichy and combat isn't intuitive (you gotta admit that possibiliy to use skill and cancel just it's animation is odd).
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.
gamers want a/c,
rp'ers want to watch every pointless animation as it takes 4 days to kill a skeever, then talk about *a silhouetted figure slowly flips a coin, all alone as none plays this game anymore.*
Which camp are you in?
Has there been a misunderstanding? I never intended to claim that ESO's not doing fine, just that many people who don't stay or give the game a try cite the combat as one of their main issues. I took your objection to mean that you think people stay because of ESO's combat, if that's not the case I apologize.So you said back at ya, to have me back up my comments and here it is. We can all have our opinions, I am basing mine on actual information.
I stopped at that point as I have better things to do. I can back up my words that ESO is doing just fine attracting new player and added that the industry considers it a top MMORPG.
Has there been a misunderstanding? I never intended to claim that ESO's not doing fine, just that many people who don't stay or give the game a try cite the combat as one of their main issues. I took your objection to mean that you think people stay because of ESO's combat, if that's not the case I apologize.So you said back at ya, to have me back up my comments and here it is. We can all have our opinions, I am basing mine on actual information.
I stopped at that point as I have better things to do. I can back up my words that ESO is doing just fine attracting new player and added that the industry considers it a top MMORPG.
ESO has many reasons to play even if the combat is not to one's liking, but the fact that people are still discussing their dissatisfaction with animation canceling nearly 6 years into the games life should be a hint that it does have an effect on the perception of the game.
and I recognized you have an opinion. I am merely pointing out the game seems to be doing just fine with AC as part of it.
Well, right back at you? As I said, my experience might be anecdotal, but that lies in the nature of the topic because we don't have the statistical data to come to more robust conclusions - we don't even know how many people are actively playing the game, no matter how many millions of created accounts ZOS proclaims every year.You can doubt all you want to. It is your prerogative to have an opinion even if it is one without anything to support it.lol. I omitted "It does not seem ESO has had problems brining in new players." because I already addressed ESO's success in the first part. Replying to it is not inconvenient, it's redundant. I make it a habit to quote things directly I intend to reply to (like now), as nothing annoys me more in forums than people quoting whole posts when they only reply with a few lines. I feel it really inhibits readability.I do find it interesting how you edited the quote to remove the parts that are inconvenient you your statement here. That speaks volumes.I'm sorry, the issue is so apparent that anyone who has weaved a single skill in this game can see it. You can look at any parse video you like. When you cancel animations, it has to look janky because the transitions to and from the neutral stance are removed or cut short.Also, I think you have that backwards as good and proper weaving only adds a slight movement compared to the motion the character makes when firing off the skill. I think you are just running with some players doing something wrong if you think the better one weaves the more ridiculous it looks. Maybe you can post a video of what you are talking about as it make no sense as is.
@idkParamedicus wrote: »@idk
Yep, current combat is poor because it's some odd compromise between slow GCD-system and 'fast-paced-combat', where main thing that makes combat actually faster is animation canceling. With AC game looks glichy and combat isn't intuitive (you gotta admit that possibiliy to use skill and cancel just it's animation is odd). But without AC game combat would become slow-poke-fest. Very sophisticated system indeed.
You are changing your message here. You specifically said GCD makes combat poor. Now you are twisting that previous statement into something totally different after it was pointed out how wrong you were.
Further, you clearly do not understand why games use a GCD for standardization as you are advocating no standardization. I do not even now where to begin trying to explain that because it seems so obvious with both balancing the game and players executing skills in combat.
What is more telling that you do not care about anything other than your idea of what you specifically stated you wanted is you are still ignoring what I suggested in my third reply to you. A much simpler solution that is more direct, would be easier to implement and balance, would not add additional load to the server, and easier for players to use because it does use a standardization. So if ZoS has chosen not to go for that easier fix they are certainly not going to go for the one that takes more work up front, ands more workload balancing the game long term and likely adds more server load. Not to mention the lack of standardization being more challenging on lesser skilled players like the current design is.
So you have fun with your idea. Cheers.
Sorry, but I don't understand how this would fix flaws of current combat system (flaws seen from my perspective). If you could elaborate...There is also a better way to do it that does not require changing the combat sequence and is much more logical. Change all animations for executing a skill to fit the GCD. Much simpler, though still a lot of work, and makes so much more sense. However, Zos has already chosen not to do this so it and your idea are basically non-starters at the moment.
Paramedicus wrote: »@idkParamedicus wrote: »@idk
Yep, current combat is poor because it's some odd compromise between slow GCD-system and 'fast-paced-combat', where main thing that makes combat actually faster is animation canceling. With AC game looks glichy and combat isn't intuitive (you gotta admit that possibiliy to use skill and cancel just it's animation is odd). But without AC game combat would become slow-poke-fest. Very sophisticated system indeed.
You are changing your message here. You specifically said GCD makes combat poor. Now you are twisting that previous statement into something totally different after it was pointed out how wrong you were.
Further, you clearly do not understand why games use a GCD for standardization as you are advocating no standardization. I do not even now where to begin trying to explain that because it seems so obvious with both balancing the game and players executing skills in combat.
What is more telling that you do not care about anything other than your idea of what you specifically stated you wanted is you are still ignoring what I suggested in my third reply to you. A much simpler solution that is more direct, would be easier to implement and balance, would not add additional load to the server, and easier for players to use because it does use a standardization. So if ZoS has chosen not to go for that easier fix they are certainly not going to go for the one that takes more work up front, ands more workload balancing the game long term and likely adds more server load. Not to mention the lack of standardization being more challenging on lesser skilled players like the current design is.
So you have fun with your idea. Cheers.
Hmmm, talking with you is bit frustrating. You accuse me of not understanding basic concepts like GCD, or that I twist my statemets or that my arguments don't make sense. Is this your tactic to win an argument (do you think that if you call someone stupid, that it makes them stupid and their reasoning invalid?).
My proposition is pretty coherent. In 1st post i stated that problem isn't GCD but instant casting with animation canceling. Why did you took my later statement about GCD out of context is unknown for me. Last post that you quote, synthesizes what i said in 1st post with later posts about GCD.
Anyway, GCD-system alone compared with no-GCD system is poor (simpler) for obvious reasons. GCD being simple control mechanism isn't inherently bad ofc, because you may still make combat system deeper, by adding various types of spells etc (like MMORPGs tend to do).
But what makes current system (AC+GCD) additionally bad is that it gives odd results even if being simple:
- glitchy looking combat - new player, when doing weavings accidentally, most likely will think that it is just some graphic bug, animation desync, server lag etc. Fact that people still don't get it today and you see many topic about this should give you idea that there may be something wrong with that design.
- counterintuitive, non-realistic mechanic - irl you can't bend time and finish making some move before you done making it [is that still english?]. Idea that your ability was casted before you finished casting it (animation cancel) is bit mind-bending, so possibility of learing about its utility spontaneously is very limited.
People defend current system with AC/weaving, because it supposedly makes combat so much more complex and skill oriented. To be fair, it's more skill oriented, than if there wouldn't be any type to canceling and I guess this is main reason why some people whine, when anyone says it should be changed (they are afraid to be left locked in clunky animation without AC). But with my proposition implemended, people could still cancel (just not only animation), so they would have to be more cautious about it (to not cancel ability unintentionally or needlessly). They would have to care more which skill or combo they will want to use in given situation. But there would also new tacticts emerge, like ability-feinting (at expense of some resource loss). This not-so-complex proposition, would give way deeper, still fast-paced and more reactive combat experience than current weave-to-win solution.
You may not like my proposition. I get it. You can speculate how much other people wouldn't like it, but you can't claim that most people like current system because ESO is being sold in many copies (sorry but thats is illogical reasoning). I can somewhat agree with you, that such big change would be controversial for significant amount of players, and that implementing it could be potentially too risky. You can also speculate how it would affect server performance. You cannot know it, because you don't know how much current system with more rapid action registering (and checking with GCD) would perform compared to more fuild one. Beside that, i stated that devs could remove some of effects (especially some of CC ones, since anything that interrupts would be good CC already) and maybe other abilites/debuffs too (if you can have more complex and responsive combat, why would you want to artificially clutter it with abilites doing similar stuff [i.e. increase dmg done vs received vs weapon damage vs weapon power]?). [Those arguments apply to balancing gameplay also]. You can also speculate why devs won't implement it (to make you happy, I can agree with you that this most likely will never happen).
And why some games use GCD? You have to use it, when your skills have instant cast and no internal cooldown for sure. And other reason? To make combat slower and more predictable (thus easier, but I heard that elite players want current system to be left alone because of skilzzzz, not because it makes game easy). There are games, like FPSs, where every weapon has different rate of fire and different bullet travel speed, and they don't use anything resembling GCD (because that would tard whole system obviously).
So again, current ESO system is attempt to speed up combat system. I understand why devs did it, but IMO results are questionable (to put it nicely). Maybe they couldn't do it in different way, because this is what they can get from engine or maybe they think this system is OK, because some other games use it. I dunno, but this doesn't' change my opinion about it.
And about your propositinon of fix:Sorry, but I don't understand how this would fix flaws of current combat system (flaws seen from my perspective). If you could elaborate...There is also a better way to do it that does not require changing the combat sequence and is much more logical. Change all animations for executing a skill to fit the GCD. Much simpler, though still a lot of work, and makes so much more sense. However, Zos has already chosen not to do this so it and your idea are basically non-starters at the moment.
Paramedicus wrote: »@idk
Ok, i see that you have some problem with understanding what I'm saying.
Paramedicus wrote: »I'm afraid that you didnt understand me (so people agreeing with your post).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.
"https://forums.elderscrollsonline.com/en/discussion/478785/eso-announces-13-5-million-players-up-2-5-million-from-last-year/p1"]this is a link to a thread that contains links to Zos announcing total copies sold over the years[/url]. It shows that Zos has no issues drawing new players in. As of last summer that is 13.5M. That is copies sold, not free trials"
i hate how Zos says 13.5 million players, it is so off to purposely misrepresent the real player base. Keep in mind that also counts all the copies sold to botters and all that.
I would bet 1.5 million active going to 2.5 during new contents. Even Zos has stated that people come for new content, then leave right after.
I really hope people don't actually believe the 13.5 million means active players, i know some people do.
Nope i wrote that because you accussed me of changing statements and switching arguments, which I never did. I could recognize it as some kind of misunderstanding (which is very likely since I could mess up my english). I could also assume that this is just your discussion style, where you like to switch from victim role (me belittling you, when i write that there could be misunderstanding or ignoring your proposition to fix [well, that might be bit rude on my part]) to oppressor role (you saying that my arguments don't make sense or that i don't understand basic concepts like GCD). I prefer to assume that there is some goodwill between us, so it must be some kind of misunderstatement.Paramedicus wrote: »@idk
Ok, i see that you have some problem with understanding what I'm saying.
So we are back to this because I think your idea is a bad idea all around
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.
First of all, I don't think that you described GCD mechanic correctly. Damage registering isn't tied to GCD intervalls.There is also a better way to do it that does not require changing the combat sequence and is much more logical. Change all animations for executing a skill to fit the GCD. Much simpler, though still a lot of work, and makes so much more sense. However, Zos has already chosen not to do this so it and your idea are basically non-starters at the moment.
I have to disagree. Sure you can tell that I spectulate how it would (or wouldnt') affect devs, game performance or community, but I can use same argument. Anyway, I'm able to acklowledge that my reasoning didn't convince you and that's perfectly fine.Yes, you do keep saying a lot of the same thing but you have not refuted what I have said why the idea you presented is bad. All you have really said is your idea is good because you think it is good.
GCD is simple yet effective solution if you want to slow down combat system. In games where there are skills with instant cast times and no cooldowns (ESO), GCD is necessary. If you want to stay with GCD+instant cast system (because as dev you are used to it or this is how game engine operates best), but you still want to speed up combat, then you may add this 'duct tape type of fix' called animation canceling (hopefully intentionally).Considering every MMORPG developers that I can think of prefer to use the control mechanism of a GCD and if you paid even the slightest attention to the forums it becomes apparent players do not want cast times it does not seem your idea holds up to scrutiny.
Again, I don't think that there is anything inherently bad with GCD system (thus why it works in so many games). But IMO it is odd decision, to keep it and add glitchy AC to speed up combat (but i will agree, that if your engine won't allow to have anything else, then it is better than having GCD-alone).In case I did not say it earlier, we can all have our opinions and I am not suggesting you cannot have yours. I merely try to base mine in what is known to actually work and in this case there is a lot of examples of a GCD system well in a great many successful MMORPGs.
Edit: again, name a major MMORPG that does not use a GCD to help support your claim. Then we have something real to talk about.
JamieAubrey wrote: »GOOD
Hopefully I wont die to the same skill 5x in a second
Literally impossible thanks to the GCD, but okay.
AzurasDaddy wrote: »JamieAubrey wrote: »GOOD
Hopefully I wont die to the same skill 5x in a second
Literally impossible thanks to the GCD, but okay.
If you're on Xbox NA we can wager 100k that it is quite possible. I'll even provide clips 😉
AzurasDaddy wrote: »JamieAubrey wrote: »GOOD
Hopefully I wont die to the same skill 5x in a second
Literally impossible thanks to the GCD, but okay.
If you're on Xbox NA we can wager 100k that it is quite possible. I'll even provide clips 😉
That's probably just causing things to come through delayed and stacked up. The GCD literally makes it impossible to cast more than 1 skill in a single second.
We don't need animation canceling we need more players!! If animation cancelling is gone for good and new/noob players can play and enjoy then it's best
I prefer this game contested with players than empty but have super skilled players
Since skilled players do not do pledges with noobs anyway so noobs quit!!