Sandman929 wrote: »To the degree that animation cancelling negatively impacts performance, it is that important.
Siohwenoeht wrote: »Sandman929 wrote: »To the degree that animation cancelling negatively impacts performance, it is that important.
It's no more load than spamming the same skill over and over
How do you know that? Anti-skill (button) spam can be client side feature (i.e. ignore same input if used too quick), while weaving (in intervals as short as 50ms) must be noticed server-side.Siohwenoeht wrote: »Sandman929 wrote: »To the degree that animation cancelling negatively impacts performance, it is that important.
It's no more load than spamming the same skill over and over
/script JumpToHouse("@Paramedicus")
↑↑↑ Feel free to visit my house if you need to use Transmute Station or vet Trial Dummy with buffs and Aetherial Well (look for the Harrowing Reaper on the northern rock wall) ↑↑↑Paramedicus wrote: »How do you know that? Anti-skill (button) spam can be client side feature (i.e. ignore same input if used too quick), while weaving (in intervals as short as 50ms) must be noticed server-side.Siohwenoeht wrote: »Sandman929 wrote: »To the degree that animation cancelling negatively impacts performance, it is that important.
It's no more load than spamming the same skill over and over
Strike_Maximus wrote: »I dislike animation cancelling becase it's an uninetentianl "feature", however, I belive if they want to make it apart of the game in a 100% offical capacity IT SHOULD BE EXPLANED TO NEW PLAYERS, if it's never going to be explaned then it's just this weird freatue in the game that many people use and others don't understand or know about.
If this unnentential feature was never in the game no one would care, but since it is either explan it in a tutorial or get rid of it simple as that.
Like this?
Strike_Maximus wrote: »Strike_Maximus wrote: »I dislike animation cancelling becase it's an uninetentianl "feature", however, I belive if they want to make it apart of the game in a 100% offical capacity IT SHOULD BE EXPLANED TO NEW PLAYERS, if it's never going to be explaned then it's just this weird freatue in the game that many people use and others don't understand or know about.
If this unnentential feature was never in the game no one would care, but since it is either explan it in a tutorial or get rid of it simple as that.
Like this?
That is NOT refering to animation cancelling. If anything that is talking about weaving.
(edited for spelling)
Animation canceling in of itself isn’t the issue. It’s in-game visuals not matching what happens.
Isn't that kind of the side effect of canceling animation? The game can only respond so fast. Even some FGC engines have trouble and I am pretty sure that those have lower latency than an MMO
Sort of, but not entirely.
The problem with how this game handles animation cancelling is that effects fire at the beginning of an animation instead of at the end. This means we get the wonky “I start swinging my mace, cancel it with block, and somehow still hit with my mace anyway” nonsense. That’s what I want to see gone. Cancelling should absolutely stay, but doing it should also cancel the ability it is interrupting too in most cases.
Why?
http://"]https://www.youtube.com/watch?v=NMhrzCvFOUg[/url]Most people who have a strong negative opinion on animation canceling do not understand what it is. If one has time to complain about it on the forums then they should also have time to watch this 8 min video explaining the concept. I do believe that it would be good of the devs to address canceling but only because latency greatly effects the speed at which one needs to hit the next skill to cancel the light attack animation and lower speed connections have more trouble completing the action not to say one cannot adapt, take ausie players for example
[url="http://"]https://www.youtube.com/watch?v=NMhrzCvFOUg[/url]
Most people who have a strong negative opinion on animation canceling do not understand what it is. If one has time to complain about it on the forums then they should also have time to watch this 8 min video explaining the concept. I do believe that it would be good of the devs to address canceling but only because latency greatly effects the speed at which one needs to hit the next skill to cancel the light attack animation and lower speed connections have more trouble completing the action not to say one cannot adapt, take ausie players for example
[url="http://"]https://www.youtube.com/watch?v=NMhrzCvFOUg[/url]
Most people who have a strong positive opinion of ESO's implementation of it don't understand design. They would defend volume controls like this, because it's "unique" and "fast-paced" or something.
Dusk_Coven wrote: »The fact that it needs to be revealed to players … because most reasonable people would not suspect it should even work because it's illogical.
Animation canceling in of itself isn’t the issue. It’s in-game visuals not matching what happens.
Isn't that kind of the side effect of canceling animation? The game can only respond so fast. Even some FGC engines have trouble and I am pretty sure that those have lower latency than an MMO
Sort of, but not entirely.
The problem with how this game handles animation cancelling is that effects fire at the beginning of an animation instead of at the end. This means we get the wonky “I start swinging my mace, cancel it with block, and somehow still hit with my mace anyway” nonsense. That’s what I want to see gone. Cancelling should absolutely stay, but doing it should also cancel the ability it is interrupting too in most cases.
Why?
Because it makes logical sense for what is happening visually on the screen to match what the game is calculating behind the scenes? All well-polished games with real-time combat hit this basic benchmark. I mean, if that isn't enough by itself, I don't know what to tell you. It'd be one thing if psi was a thing in this game - in which case characters doing things without appearing to actually do things might make some sense - but it isn't.
One thing never get is when people associate animation cancelling with skill yeah takes lots of skill to mash two buttons simultaneously right?
More like saying using scripts for hacks require skill lmao
Animation canceling in of itself isn’t the issue. It’s in-game visuals not matching what happens.
Isn't that kind of the side effect of canceling animation? The game can only respond so fast. Even some FGC engines have trouble and I am pretty sure that those have lower latency than an MMO
Sort of, but not entirely.
The problem with how this game handles animation cancelling is that effects fire at the beginning of an animation instead of at the end. This means we get the wonky “I start swinging my mace, cancel it with block, and somehow still hit with my mace anyway” nonsense. That’s what I want to see gone. Cancelling should absolutely stay, but doing it should also cancel the ability it is interrupting too in most cases.
Why?
Because it makes logical sense for what is happening visually on the screen to match what the game is calculating behind the scenes? All well-polished games with real-time combat hit this basic benchmark. I mean, if that isn't enough by itself, I don't know what to tell you. It'd be one thing if psi was a thing in this game - in which case characters doing things without appearing to actually do things might make some sense - but it isn't.
But...ESO isn't "other games". There's a reason so many of us hang around, in spite of the abject brokenness and constant lag and stutters. This game offers something different. You can either be a one button wonder, spamming the same attack over and over while watching the entire animation, or you can choose to play competitively and bypass that. If you don't want to cancel your animations, but you're still doing it enough to be annoyed that it can be done, I'd say you're probably doing something wrong. It's not their (ZOS's) job to safeguard against people being unable to abide by their own made up rules regarding how the game should be played.
Animation canceling in of itself isn’t the issue. It’s in-game visuals not matching what happens.
Isn't that kind of the side effect of canceling animation? The game can only respond so fast. Even some FGC engines have trouble and I am pretty sure that those have lower latency than an MMO
Sort of, but not entirely.
The problem with how this game handles animation cancelling is that effects fire at the beginning of an animation instead of at the end. This means we get the wonky “I start swinging my mace, cancel it with block, and somehow still hit with my mace anyway” nonsense. That’s what I want to see gone. Cancelling should absolutely stay, but doing it should also cancel the ability it is interrupting too in most cases.
Why?
Because it makes logical sense for what is happening visually on the screen to match what the game is calculating behind the scenes? All well-polished games with real-time combat hit this basic benchmark. I mean, if that isn't enough by itself, I don't know what to tell you. It'd be one thing if psi was a thing in this game - in which case characters doing things without appearing to actually do things might make some sense - but it isn't.
But...ESO isn't "other games". There's a reason so many of us hang around, in spite of the abject brokenness and constant lag and stutters. This game offers something different. You can either be a one button wonder, spamming the same attack over and over while watching the entire animation, or you can choose to play competitively and bypass that. If you don't want to cancel your animations, but you're still doing it enough to be annoyed that it can be done, I'd say you're probably doing something wrong. It's not their (ZOS's) job to safeguard against people being unable to abide by their own made up rules regarding how the game should be played.
Huh? How does any of this address what I said? There's nothing in here that negates the logic of "gee, if you cancel an ability it really makes sense for the ability to actually be cancelled."