rager82b14_ESO wrote: »exeeter702 wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Now if you can do something about animation cancel, it will go a long ways.
The new block is already a start. I agree. Bet anim cancel is a huge part of the whole performance problem too.
no its not, a huge problem are the cyrodiil ball groups which spam a lot of AOEs/second the whole day,
which causes thousands of different calculations in only one group fight/second.
cyrodiil performance is directly related to the number of ball groups that are on the move at the same time.
who said anything about cyrodiil?
Do you have performance problems in pve?
Some areas in the world FPS would drop, but animation cancels looks bad, and is tedious. I just want it gone.
This game would be absolutely crap if you full removed it. Probably slower combat than GW2 which has cooldowns, or slower than WoW at that point. Waiting x seconds for a fancy useless animation to go off... lol.
I mean all that stuff could be balance out, but the combat is already crap in this game.Animation cancels is a glitch that improves it for some players, but that does not fix the problem. It needs to go, and make the combat a little bit faster/reaction base.
The fact that a glitch improves your combat, and they have not fixed it. That looks bad on the developers and the design of the game.
Animation canceling is not a glitch.
I mean you can say that, does not mean it is true. Wtf is the point of a animation if it can be cancel. That is some dumb logic, and from a game design point of view. It is crazy to think that people would design a game where you can bypass the animation.
I am so happy to see a pro post to the combat changes. All people do is complain and complain. And most of the complains are just straight up garbage, animation cancel still works like usual, you just need to adjust your timing a bit with certain abillities.
It looks so much smoother and feels so much better, especially with the end of random lag spikes, since the patch I didn't crash once, hadn't had any laggy fights its just all around a huge improvement.
exeeter702 wrote: »rager82b14_ESO wrote: »exeeter702 wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Now if you can do something about animation cancel, it will go a long ways.
The new block is already a start. I agree. Bet anim cancel is a huge part of the whole performance problem too.
no its not, a huge problem are the cyrodiil ball groups which spam a lot of AOEs/second the whole day,
which causes thousands of different calculations in only one group fight/second.
cyrodiil performance is directly related to the number of ball groups that are on the move at the same time.
who said anything about cyrodiil?
Do you have performance problems in pve?
Some areas in the world FPS would drop, but animation cancels looks bad, and is tedious. I just want it gone.
This game would be absolutely crap if you full removed it. Probably slower combat than GW2 which has cooldowns, or slower than WoW at that point. Waiting x seconds for a fancy useless animation to go off... lol.
I mean all that stuff could be balance out, but the combat is already crap in this game.Animation cancels is a glitch that improves it for some players, but that does not fix the problem. It needs to go, and make the combat a little bit faster/reaction base.
The fact that a glitch improves your combat, and they have not fixed it. That looks bad on the developers and the design of the game.
Animation canceling is not a glitch.
I mean you can say that, does not mean it is true. Wtf is the point of a animation if it can be cancel. That is some dumb logic, and from a game design point of view. It is crazy to think that people would design a game where you can bypass the animation.
You are confused it's that simple. What you just said here exemplifies it. What I have learned over the years desperately trying to help those not informed, understand what is happening in this games combat system and why animation canceling as a "thing" is purely a byproduct of other mechancism at play, is that they either have zero interest in the truth or they legitimately are failing to grasp critical elements that define and explain the systems at work. Instead they latch on to hyperbole and misguided rants and the issue on this subject continues to perpetuate itself when new players come in and are conditioned to believe the same.
I grow so tired of constantly posting fundamental explanations with as much clarity as I know how to deliver as to why animation canceling exists and how it is not an exploit nor a bug nor an accident. I break this down for people and it largely goes unheard or I get the occasional nods before the thread and comment gets buried, I try to post a new thread to help those who dont understand and it as well devolves by page 3 and it becomes a pissing contest all the same. Your kind dont want to understand, you believe you know what is happening and believe that the game would be better off.
It is not a bug
It is not a glitch
It is not an oversight
Eric wrobel words have been misconstrued and twisted and you all have ran with it ever since.
rager82b14_ESO wrote: »exeeter702 wrote: »rager82b14_ESO wrote: »exeeter702 wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Now if you can do something about animation cancel, it will go a long ways.
The new block is already a start. I agree. Bet anim cancel is a huge part of the whole performance problem too.
no its not, a huge problem are the cyrodiil ball groups which spam a lot of AOEs/second the whole day,
which causes thousands of different calculations in only one group fight/second.
cyrodiil performance is directly related to the number of ball groups that are on the move at the same time.
who said anything about cyrodiil?
Do you have performance problems in pve?
Some areas in the world FPS would drop, but animation cancels looks bad, and is tedious. I just want it gone.
This game would be absolutely crap if you full removed it. Probably slower combat than GW2 which has cooldowns, or slower than WoW at that point. Waiting x seconds for a fancy useless animation to go off... lol.
I mean all that stuff could be balance out, but the combat is already crap in this game.Animation cancels is a glitch that improves it for some players, but that does not fix the problem. It needs to go, and make the combat a little bit faster/reaction base.
The fact that a glitch improves your combat, and they have not fixed it. That looks bad on the developers and the design of the game.
Animation canceling is not a glitch.
I mean you can say that, does not mean it is true. Wtf is the point of a animation if it can be cancel. That is some dumb logic, and from a game design point of view. It is crazy to think that people would design a game where you can bypass the animation.
You are confused it's that simple. What you just said here exemplifies it. What I have learned over the years desperately trying to help those not informed, understand what is happening in this games combat system and why animation canceling as a "thing" is purely a byproduct of other mechancism at play, is that they either have zero interest in the truth or they legitimately are failing to grasp critical elements that define and explain the systems at work. Instead they latch on to hyperbole and misguided rants and the issue on this subject continues to perpetuate itself when new players come in and are conditioned to believe the same.
I grow so tired of constantly posting fundamental explanations with as much clarity as I know how to deliver as to why animation canceling exists and how it is not an exploit nor a bug nor an accident. I break this down for people and it largely goes unheard or I get the occasional nods before the thread and comment gets buried, I try to post a new thread to help those who dont understand and it as well devolves by page 3 and it becomes a pissing contest all the same. Your kind dont want to understand, you believe you know what is happening and believe that the game would be better off.
It is not a bug
It is not a glitch
It is not an oversight
Eric wrobel words have been misconstrued and twisted and you all have ran with it ever since.
I am the one confused? You just typed a whole bunch of nothing, that did not answer my question at all.
I never saw someone type so much nothing before.
From a pure gameplay point of view what type of developers would want a game design that the full swing does not go off. The fact they kept it in so long shows two things. I mean light attack cancel dodge roll cancel it just looks stupid, and is a dumb explot.
1) They are not skilled enough to fix said exploit.
2) The combat they design is so poorly done, that they need to glitch out animations just to make it reasonable.
Both answers looks poorly on them.
Light attacking weaving looks bad. It is poorly done and takes away the elder scrolls feel. It will get fixed one day, they just slow at doing it.
This is the first step to fixing a problem that needs to be done.
rager82b14_ESO wrote: »Get over yourself. We are saying it makes the combat bad. The combat itself needs to be fixed, and canceling is just a bandaid that makes it even more tedious.
Wanting improved combat can't happen as long as canceling is a thing, and it needs to be removed. Pretending like ESO requires a level of skill that you could be proud of is laughable. Stop just stop.
StaticWave wrote: »I can't run as fast as the other guy so I'll ask the judges to force him to run as slow as I do.. But seriously, I am actually disgusted at the amount of people wishing for AC nerf. Why don't you just let the animation run its duration, while people like me will continue animation canceling?
rager82b14_ESO wrote: »rager82b14_ESO wrote: »Now if you can do something about animation cancel, it will go a long ways.
The new block is already a start. I agree. Bet anim cancel is a huge part of the whole performance problem too.
no its not, a huge problem are the cyrodiil ball groups which spam a lot of AOEs/second the whole day,
which causes thousands of different calculations in only one group fight/second.
cyrodiil performance is directly related to the number of ball groups that are on the move at the same time.
who said anything about cyrodiil?
Do you have performance problems in pve?
Some areas in the world FPS would drop, but animation cancels looks bad, and is tedious. I just want it gone.
exactly!
well said.
i dont have a problem with light attack canceling but your right animation canceling in general ruined pvp and it does Heavily add calculations and stress and problems to lagg the servers, especially in pvp.
rager82b14_ESO wrote: »exeeter702 wrote: »rager82b14_ESO wrote: »exeeter702 wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Now if you can do something about animation cancel, it will go a long ways.
The new block is already a start. I agree. Bet anim cancel is a huge part of the whole performance problem too.
no its not, a huge problem are the cyrodiil ball groups which spam a lot of AOEs/second the whole day,
which causes thousands of different calculations in only one group fight/second.
cyrodiil performance is directly related to the number of ball groups that are on the move at the same time.
who said anything about cyrodiil?
Do you have performance problems in pve?
Some areas in the world FPS would drop, but animation cancels looks bad, and is tedious. I just want it gone.
This game would be absolutely crap if you full removed it. Probably slower combat than GW2 which has cooldowns, or slower than WoW at that point. Waiting x seconds for a fancy useless animation to go off... lol.
I mean all that stuff could be balance out, but the combat is already crap in this game.Animation cancels is a glitch that improves it for some players, but that does not fix the problem. It needs to go, and make the combat a little bit faster/reaction base.
The fact that a glitch improves your combat, and they have not fixed it. That looks bad on the developers and the design of the game.
Animation canceling is not a glitch.
I mean you can say that, does not mean it is true. Wtf is the point of a animation if it can be cancel. That is some dumb logic, and from a game design point of view. It is crazy to think that people would design a game where you can bypass the animation.
You are confused it's that simple. What you just said here exemplifies it. What I have learned over the years desperately trying to help those not informed, understand what is happening in this games combat system and why animation canceling as a "thing" is purely a byproduct of other mechancism at play, is that they either have zero interest in the truth or they legitimately are failing to grasp critical elements that define and explain the systems at work. Instead they latch on to hyperbole and misguided rants and the issue on this subject continues to perpetuate itself when new players come in and are conditioned to believe the same.
I grow so tired of constantly posting fundamental explanations with as much clarity as I know how to deliver as to why animation canceling exists and how it is not an exploit nor a bug nor an accident. I break this down for people and it largely goes unheard or I get the occasional nods before the thread and comment gets buried, I try to post a new thread to help those who dont understand and it as well devolves by page 3 and it becomes a pissing contest all the same. Your kind dont want to understand, you believe you know what is happening and believe that the game would be better off.
It is not a bug
It is not a glitch
It is not an oversight
Eric wrobel words have been misconstrued and twisted and you all have ran with it ever since.
I am the one confused? You just typed a whole bunch of nothing, that did not answer my question at all.
I never saw someone type so much nothing before.
From a pure gameplay point of view what type of developers would want a game design that the full swing does not go off. The fact they kept it in so long shows two things. I mean light attack cancel dodge roll cancel it just looks stupid, and is a dumb explot.
1) They are not skilled enough to fix said exploit.
2) The combat they design is so poorly done, that they need to glitch out animations just to make it reasonable.
Both answers looks poorly on them.
Light attacking weaving looks bad. It is poorly done and takes away the elder scrolls feel. It will get fixed one day, they just slow at doing it.
This is the first step to fixing a problem that needs to be done.
StaticWave wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Now if you can do something about animation cancel, it will go a long ways.
The new block is already a start. I agree. Bet anim cancel is a huge part of the whole performance problem too.
no its not, a huge problem are the cyrodiil ball groups which spam a lot of AOEs/second the whole day,
which causes thousands of different calculations in only one group fight/second.
cyrodiil performance is directly related to the number of ball groups that are on the move at the same time.
who said anything about cyrodiil?
Do you have performance problems in pve?
Some areas in the world FPS would drop, but animation cancels looks bad, and is tedious. I just want it gone.
exactly!
well said.
i dont have a problem with light attack canceling but your right animation canceling in general ruined pvp and it does Heavily add calculations and stress and problems to lagg the servers, especially in pvp.
What calculation is it adding to the server exactly? There's a 1 second global cool down that you can't by pass so I don't understand why you think it would lag the servers. Say if 60 people don't animation cancel and the game still lags, are you gonna blame something else?
StaticWave wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Now if you can do something about animation cancel, it will go a long ways.
The new block is already a start. I agree. Bet anim cancel is a huge part of the whole performance problem too.
no its not, a huge problem are the cyrodiil ball groups which spam a lot of AOEs/second the whole day,
which causes thousands of different calculations in only one group fight/second.
cyrodiil performance is directly related to the number of ball groups that are on the move at the same time.
who said anything about cyrodiil?
Do you have performance problems in pve?
Some areas in the world FPS would drop, but animation cancels looks bad, and is tedious. I just want it gone.
exactly!
well said.
i dont have a problem with light attack canceling but your right animation canceling in general ruined pvp and it does Heavily add calculations and stress and problems to lagg the servers, especially in pvp.
What calculation is it adding to the server exactly? There's a 1 second global cool down that you can't by pass so I don't understand why you think it would lag the servers. Say if 60 people don't animation cancel and the game still lags, are you gonna blame something else?
The server desync does not include server lag. Its basically the client failed to send new information to the server in time once you cancelled. I'd say the edge case of this is probably ~5% and ZOS is using it as an excuse, wanna see what really causes lag: https://forums.elderscrollsonline.com/en/discussion/514007
StaticWave wrote: »StaticWave wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Now if you can do something about animation cancel, it will go a long ways.
The new block is already a start. I agree. Bet anim cancel is a huge part of the whole performance problem too.
no its not, a huge problem are the cyrodiil ball groups which spam a lot of AOEs/second the whole day,
which causes thousands of different calculations in only one group fight/second.
cyrodiil performance is directly related to the number of ball groups that are on the move at the same time.
who said anything about cyrodiil?
Do you have performance problems in pve?
Some areas in the world FPS would drop, but animation cancels looks bad, and is tedious. I just want it gone.
exactly!
well said.
i dont have a problem with light attack canceling but your right animation canceling in general ruined pvp and it does Heavily add calculations and stress and problems to lagg the servers, especially in pvp.
What calculation is it adding to the server exactly? There's a 1 second global cool down that you can't by pass so I don't understand why you think it would lag the servers. Say if 60 people don't animation cancel and the game still lags, are you gonna blame something else?
The server desync does not include server lag. Its basically the client failed to send new information to the server in time once you cancelled. I'd say the edge case of this is probably ~5% and ZOS is using it as an excuse, wanna see what really causes lag: https://forums.elderscrollsonline.com/en/discussion/514007
What really causes lag is the amount of people stacking in one place, and how many people are currently in that campaign. I've played in low 1-2 bar campaigns and had 15+ people per faction all gather at one place, but experience no server lag. I've also stood in the base and get 200 ping because the entire server is full. Animation canceling has nothing to do with lag, period. You're not adding any extra calculations to the server because you're limited by the global cooldown.
exeeter702 wrote: »rager82b14_ESO wrote: »exeeter702 wrote: »rager82b14_ESO wrote: »exeeter702 wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Now if you can do something about animation cancel, it will go a long ways.
The new block is already a start. I agree. Bet anim cancel is a huge part of the whole performance problem too.
no its not, a huge problem are the cyrodiil ball groups which spam a lot of AOEs/second the whole day,
which causes thousands of different calculations in only one group fight/second.
cyrodiil performance is directly related to the number of ball groups that are on the move at the same time.
who said anything about cyrodiil?
Do you have performance problems in pve?
Some areas in the world FPS would drop, but animation cancels looks bad, and is tedious. I just want it gone.
This game would be absolutely crap if you full removed it. Probably slower combat than GW2 which has cooldowns, or slower than WoW at that point. Waiting x seconds for a fancy useless animation to go off... lol.
I mean all that stuff could be balance out, but the combat is already crap in this game.Animation cancels is a glitch that improves it for some players, but that does not fix the problem. It needs to go, and make the combat a little bit faster/reaction base.
The fact that a glitch improves your combat, and they have not fixed it. That looks bad on the developers and the design of the game.
Animation canceling is not a glitch.
I mean you can say that, does not mean it is true. Wtf is the point of a animation if it can be cancel. That is some dumb logic, and from a game design point of view. It is crazy to think that people would design a game where you can bypass the animation.
You are confused it's that simple. What you just said here exemplifies it. What I have learned over the years desperately trying to help those not informed, understand what is happening in this games combat system and why animation canceling as a "thing" is purely a byproduct of other mechancism at play, is that they either have zero interest in the truth or they legitimately are failing to grasp critical elements that define and explain the systems at work. Instead they latch on to hyperbole and misguided rants and the issue on this subject continues to perpetuate itself when new players come in and are conditioned to believe the same.
I grow so tired of constantly posting fundamental explanations with as much clarity as I know how to deliver as to why animation canceling exists and how it is not an exploit nor a bug nor an accident. I break this down for people and it largely goes unheard or I get the occasional nods before the thread and comment gets buried, I try to post a new thread to help those who dont understand and it as well devolves by page 3 and it becomes a pissing contest all the same. Your kind dont want to understand, you believe you know what is happening and believe that the game would be better off.
It is not a bug
It is not a glitch
It is not an oversight
Eric wrobel words have been misconstrued and twisted and you all have ran with it ever since.
I am the one confused? You just typed a whole bunch of nothing, that did not answer my question at all.
I never saw someone type so much nothing before.
From a pure gameplay point of view what type of developers would want a game design that the full swing does not go off. The fact they kept it in so long shows two things. I mean light attack cancel dodge roll cancel it just looks stupid, and is a dumb explot.
1) They are not skilled enough to fix said exploit.
2) The combat they design is so poorly done, that they need to glitch out animations just to make it reasonable.
Both answers looks poorly on them.
Light attacking weaving looks bad. It is poorly done and takes away the elder scrolls feel. It will get fixed one day, they just slow at doing it.
This is the first step to fixing a problem that needs to be done.
A whole lot of nothing? I didnt even try to explain to begin with. But if you insist.... do me the solid and at the very damn least read this.
Adhere to the following.....Block when you need to block, roll when you need to roll, make sure to use every GCD when possible, squeeze in your light attacks between every skill, and make sure you are on the right bar by the time your GCD is up. This is ESOs combat at it's most fundamental. If you do this you will at many points "animation cancel" throughout your time playing this game. It is not a mystery to solve or some secret tech to master.
That is the biggest misconception. This is what wrobel was talking about. Animation canceling is simply a matter of existence once all of ESOs other combat components fall into place. Its unintended in that its simply a byproduct of the systems that govern combat being executed. It's not a bug or an exploit and does not enable any potency beyond the rules set in place by the developers
And another
Block when you need to block
Dodge when you need to dodge
Make full use of the GCD when possible
Make sure you are on the right bar when the GCD is up
Make sure to incorporate a light attack before every skill
Congratulations, you are likely animation canceling.
Outside of that, there is absolutely no benefit to canceling the recovery animations of skills that occur during the GCD refresh. It does not expedite a rotation, it does not increase damage, it does not allow you to circumvent the GCD. Zos is not "removing" animation canceling because animation canceling is not something that can be removed by pure virtue of the combat system working as intended. Wrobel said it was not intentional, not because it was a bug that couldnt be fix therefore embraced, he said it was not intentional because when all the moving intended parts of ESOs combat system that govern the combat rules ZOS made sure were in place, superfluous animations were inevitably going to clip as a matter of fact, plain and simple.
Light attacks are this games equivalent of the mmo auto attack, only it isnt auto in eso, meaning you have to manually let it out between skills, this is not a single player TES game so stop trying to allocate principles in games such as that in this. While ZOS would love to bill this as skyrim online, the harsh reality is at it's very core it is in fact an mmo with a unique relationship between client side player input and server side client resolutions. "The elder scrolls feel" ? I dont even know wtf that means.
Each and every skill in this game is fully animated as a base rule. Then it is injected into the combat system and the rules simply take their course. When such a course is taken ie player freedom to take defensive actions etc etc , certain animations are going to clip, trying to animate everything around that so no clipping occurs and the GCD is obeyed is asinine.
Let me paint you a picture. You hit an instant cast ability on a target, the GCD begins and during this time that you are prohibited from using another ability, your characters continues to animate the recovery animation of the instant cast skill. Let's say its suprise attack, so your character is reeling back from the slash which gain this follow through superfluous animation is playing out during a time frame where the game dictates you are not allowed to use another skill. In this window of time you see a snipe flying at your face from another target, or perhaps you see an slow aoe generating beneath your feet. Because this game intentionally makes sure players are never arbitrarily bound, they are free to take defensive actions, in this case a block or a dodge roll, both of which are going to cut off the animation that is playing out during the GCD. Congratulations, you just animation canceled simply by interacting with the combat rules as they are intentionally designed.
Basic attack weaving is widely considered not "animation canceling" despite it technically clipping animations. Here's the thing, light attacks do not trigger the GCD, thisnis done because zos wanted their to be an interactive way to use basic attacks and designed them to be apart of the core combat system, this is why light attacking before every skill works the way it does, as I said that is this mmos version of the "white" or "auto" attack. The reason it clips animations is because of another latency redundancy system which is the .5 second buffer time. .5 into the GCD, the game allows commands to be input that will then occur .5 seconds later when the GCD is complete, this applies to skills and basic attacks, and in the case of basic light attacks and the fact that some skills animate all the way through to the very end of the GCD, if you weave light attacks properly, you are nearly making sure the light attack comes out at the soonest alowed time which clips the animation and bingo.... you are weaving and "animation canceling".
Why have recovery animations? If every skill was designed to animate ENTIRELY in less than a second, combat would look far more like garbage than anything you currently see in game today.
You cannot tie resolve points on skills to the tail end of their animation because then you are essentially giving everything in this game a cast time and or forcing the damage points to the tail end of skills ie imagine if uppercut calculated its damage at the point that the 2h swing reaches the end if its weighted back sway motion.
This is why you absolutely can not say nonsense such as "if you cancel the animation you shouldnt get the damage or effects of the skill" since 1) this is already the case with hard cast and channeled abilities and 2) instant cast abilities are resolved instantly server side, so any action taken immediately after hitting an instant cast skill has 100 percent zero bearing on said skills outcome. This is why the "block cancel" changes made with this patch only truly have a negative effect on those who were delusional and confused enough to believe that "block canceling" instant cast skills for the sole purpose of cutting off the animation was doing anything for them beyond potentially hurting their stamina regen.
Gilliam explained and demonstrated live on stream last week what I have been trying to explain to people for years. Much of the information you see on screen and that you manipulate via forcing animations to cut off are entirely client side and have no bearing on the recipients end. This is why I constantly challenged people who claimed block canceling dawnbreaker or ranged skills like impale caused those skills to deliver their damage sooner because the combat text appeard on screen sooner. They didnt want to hear otherwise despite my best efforts to explain to them why they were wrong on a technical level, and this was a while ago.
The global cool down in online mmos was put in place as a means to both balance and control player potency with skill use, and as a means to control / limit player queries to the server in order to maintain stability since unlike non mmo like rpgs or online MP games, this genre tends to have more players in a given instance at a time. This is an absolute truth that lays the foundation for how a development studio proceeds in how they animate skills among MANY other aspects of server based player to player interactions.
Player A doesnt want animation canceling because it makes the game look dumb and ruins their immersion
Player b wants animation canceling because they have convinced themsleves it is an advanced technique that increases their combat potency beyond what the developers envisioned
Geuss what, both players are clowns.
I dont expect you to read all this frankly, so if you decide to [Snip]
God speed and God bless.
[Edited for baiting]
rager82b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Now if you can do something about animation cancel, it will go a long ways.
The new block is already a start. I agree. Bet anim cancel is a huge part of the whole performance problem too.
no its not, a huge problem are the cyrodiil ball groups which spam a lot of AOEs/second the whole day,
which causes thousands of different calculations in only one group fight/second.
cyrodiil performance is directly related to the number of ball groups that are on the move at the same time.
who said anything about cyrodiil?
Do you have performance problems in pve?
Some areas in the world FPS would drop, but animation cancels looks bad, and is tedious. I just want it gone.
This game would be absolutely crap if you full removed it. Probably slower combat than GW2 which has cooldowns, or slower than WoW at that point. Waiting x seconds for a fancy useless animation to go off... lol.
I mean all that stuff could be balance out, but the combat is already crap in this game.Animation cancels is a glitch that improves it for some players, but that does not fix the problem. It needs to go, and make the combat a little bit faster/reaction base.
The fact that a glitch improves your combat, and they have not fixed it. That looks bad on the developers and the design of the game.
I think ~70-80% of all mmos I play have a form of animation canceling in it?
Many of them fixed it, because the developers had pride in the combat, and felt that a glitch undermines them. To leave this glitch in the game speaks volumes.
exeeter702 wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Now if you can do something about animation cancel, it will go a long ways.
The new block is already a start. I agree. Bet anim cancel is a huge part of the whole performance problem too.
no its not, a huge problem are the cyrodiil ball groups which spam a lot of AOEs/second the whole day,
which causes thousands of different calculations in only one group fight/second.
cyrodiil performance is directly related to the number of ball groups that are on the move at the same time.
who said anything about cyrodiil?
Do you have performance problems in pve?
Some areas in the world FPS would drop, but animation cancels looks bad, and is tedious. I just want it gone.
This game would be absolutely crap if you full removed it. Probably slower combat than GW2 which has cooldowns, or slower than WoW at that point. Waiting x seconds for a fancy useless animation to go off... lol.
I mean all that stuff could be balance out, but the combat is already crap in this game.Animation cancels is a glitch that improves it for some players, but that does not fix the problem. It needs to go, and make the combat a little bit faster/reaction base.
The fact that a glitch improves your combat, and they have not fixed it. That looks bad on the developers and the design of the game.
Animation canceling is not a glitch.
Tommy_The_Gun wrote: »ESO players talking about Patch Notes, Nerfs, Combat changes in nutshell:![]()
So far I think the block changes are bad, as it feels less responsive & more clunky. When i watched Gilliamtherogue video (that he made on behalf of ZOS) I understood it simply as you still will be able to block animation-cancel, but the animation will actually finish and "a shield indicator" will appear during the animation. But it simply does not look to be the case. Some skills that have longer animation (but are instant) seems to be clunky & slow AF....
Will see how it go. Most likely will have to re-learn how to tank content & animation cancel. Would not be surprised if people will start picking up less powerful skills, that have shorter animation.
rager82b14_ESO wrote: »Now if you can do something about animation cancel, it will go a long ways.
The new block is already a start. I agree. Bet anim cancel is a huge part of the whole performance problem too.
no its not, a huge problem are the cyrodiil ball groups which spam a lot of AOEs/second the whole day,
which causes thousands of different calculations in only one group fight/second.
cyrodiil performance is directly related to the number of ball groups that are on the move at the same time.
exeeter702 wrote: »rager82b14_ESO wrote: »exeeter702 wrote: »rager82b14_ESO wrote: »exeeter702 wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Now if you can do something about animation cancel, it will go a long ways.
The new block is already a start. I agree. Bet anim cancel is a huge part of the whole performance problem too.
no its not, a huge problem are the cyrodiil ball groups which spam a lot of AOEs/second the whole day,
which causes thousands of different calculations in only one group fight/second.
cyrodiil performance is directly related to the number of ball groups that are on the move at the same time.
who said anything about cyrodiil?
Do you have performance problems in pve?
Some areas in the world FPS would drop, but animation cancels looks bad, and is tedious. I just want it gone.
This game would be absolutely crap if you full removed it. Probably slower combat than GW2 which has cooldowns, or slower than WoW at that point. Waiting x seconds for a fancy useless animation to go off... lol.
I mean all that stuff could be balance out, but the combat is already crap in this game.Animation cancels is a glitch that improves it for some players, but that does not fix the problem. It needs to go, and make the combat a little bit faster/reaction base.
The fact that a glitch improves your combat, and they have not fixed it. That looks bad on the developers and the design of the game.
Animation canceling is not a glitch.
I mean you can say that, does not mean it is true. Wtf is the point of a animation if it can be cancel. That is some dumb logic, and from a game design point of view. It is crazy to think that people would design a game where you can bypass the animation.
You are confused it's that simple. What you just said here exemplifies it. What I have learned over the years desperately trying to help those not informed, understand what is happening in this games combat system and why animation canceling as a "thing" is purely a byproduct of other mechancism at play, is that they either have zero interest in the truth or they legitimately are failing to grasp critical elements that define and explain the systems at work. Instead they latch on to hyperbole and misguided rants and the issue on this subject continues to perpetuate itself when new players come in and are conditioned to believe the same.
I grow so tired of constantly posting fundamental explanations with as much clarity as I know how to deliver as to why animation canceling exists and how it is not an exploit nor a bug nor an accident. I break this down for people and it largely goes unheard or I get the occasional nods before the thread and comment gets buried, I try to post a new thread to help those who dont understand and it as well devolves by page 3 and it becomes a pissing contest all the same. Your kind dont want to understand, you believe you know what is happening and believe that the game would be better off.
It is not a bug
It is not a glitch
It is not an oversight
Eric wrobel words have been misconstrued and twisted and you all have ran with it ever since.
I am the one confused? You just typed a whole bunch of nothing, that did not answer my question at all.
I never saw someone type so much nothing before.
From a pure gameplay point of view what type of developers would want a game design that the full swing does not go off. The fact they kept it in so long shows two things. I mean light attack cancel dodge roll cancel it just looks stupid, and is a dumb explot.
1) They are not skilled enough to fix said exploit.
2) The combat they design is so poorly done, that they need to glitch out animations just to make it reasonable.
Both answers looks poorly on them.
Light attacking weaving looks bad. It is poorly done and takes away the elder scrolls feel. It will get fixed one day, they just slow at doing it.
This is the first step to fixing a problem that needs to be done.
A whole lot of nothing? I didnt even try to explain to begin with. But if you insist.... do me the solid and at the very damn least read this.
Adhere to the following.....Block when you need to block, roll when you need to roll, make sure to use every GCD when possible, squeeze in your light attacks between every skill, and make sure you are on the right bar by the time your GCD is up. This is ESOs combat at it's most fundamental. If you do this you will at many points "animation cancel" throughout your time playing this game. It is not a mystery to solve or some secret tech to master.
That is the biggest misconception. This is what wrobel was talking about. Animation canceling is simply a matter of existence once all of ESOs other combat components fall into place. Its unintended in that its simply a byproduct of the systems that govern combat being executed. It's not a bug or an exploit and does not enable any potency beyond the rules set in place by the developers
And another
Block when you need to block
Dodge when you need to dodge
Make full use of the GCD when possible
Make sure you are on the right bar when the GCD is up
Make sure to incorporate a light attack before every skill
Congratulations, you are likely animation canceling.
Outside of that, there is absolutely no benefit to canceling the recovery animations of skills that occur during the GCD refresh. It does not expedite a rotation, it does not increase damage, it does not allow you to circumvent the GCD. Zos is not "removing" animation canceling because animation canceling is not something that can be removed by pure virtue of the combat system working as intended. Wrobel said it was not intentional, not because it was a bug that couldnt be fix therefore embraced, he said it was not intentional because when all the moving intended parts of ESOs combat system that govern the combat rules ZOS made sure were in place, superfluous animations were inevitably going to clip as a matter of fact, plain and simple.
Light attacks are this games equivalent of the mmo auto attack, only it isnt auto in eso, meaning you have to manually let it out between skills, this is not a single player TES game so stop trying to allocate principles in games such as that in this. While ZOS would love to bill this as skyrim online, the harsh reality is at it's very core it is in fact an mmo with a unique relationship between client side player input and server side client resolutions. "The elder scrolls feel" ? I dont even know wtf that means.
Each and every skill in this game is fully animated as a base rule. Then it is injected into the combat system and the rules simply take their course. When such a course is taken ie player freedom to take defensive actions etc etc , certain animations are going to clip, trying to animate everything around that so no clipping occurs and the GCD is obeyed is asinine.
Let me paint you a picture. You hit an instant cast ability on a target, the GCD begins and during this time that you are prohibited from using another ability, your characters continues to animate the recovery animation of the instant cast skill. Let's say its suprise attack, so your character is reeling back from the slash which gain this follow through superfluous animation is playing out during a time frame where the game dictates you are not allowed to use another skill. In this window of time you see a snipe flying at your face from another target, or perhaps you see an slow aoe generating beneath your feet. Because this game intentionally makes sure players are never arbitrarily bound, they are free to take defensive actions, in this case a block or a dodge roll, both of which are going to cut off the animation that is playing out during the GCD. Congratulations, you just animation canceled simply by interacting with the combat rules as they are intentionally designed.
Basic attack weaving is widely considered not "animation canceling" despite it technically clipping animations. Here's the thing, light attacks do not trigger the GCD, thisnis done because zos wanted their to be an interactive way to use basic attacks and designed them to be apart of the core combat system, this is why light attacking before every skill works the way it does, as I said that is this mmos version of the "white" or "auto" attack. The reason it clips animations is because of another latency redundancy system which is the .5 second buffer time. .5 into the GCD, the game allows commands to be input that will then occur .5 seconds later when the GCD is complete, this applies to skills and basic attacks, and in the case of basic light attacks and the fact that some skills animate all the way through to the very end of the GCD, if you weave light attacks properly, you are nearly making sure the light attack comes out at the soonest alowed time which clips the animation and bingo.... you are weaving and "animation canceling".
Why have recovery animations? If every skill was designed to animate ENTIRELY in less than a second, combat would look far more like garbage than anything you currently see in game today.
You cannot tie resolve points on skills to the tail end of their animation because then you are essentially giving everything in this game a cast time and or forcing the damage points to the tail end of skills ie imagine if uppercut calculated its damage at the point that the 2h swing reaches the end if its weighted back sway motion.
This is why you absolutely can not say nonsense such as "if you cancel the animation you shouldnt get the damage or effects of the skill" since 1) this is already the case with hard cast and channeled abilities and 2) instant cast abilities are resolved instantly server side, so any action taken immediately after hitting an instant cast skill has 100 percent zero bearing on said skills outcome. This is why the "block cancel" changes made with this patch only truly have a negative effect on those who were delusional and confused enough to believe that "block canceling" instant cast skills for the sole purpose of cutting off the animation was doing anything for them beyond potentially hurting their stamina regen.
Gilliam explained and demonstrated live on stream last week what I have been trying to explain to people for years. Much of the information you see on screen and that you manipulate via forcing animations to cut off are entirely client side and have no bearing on the recipients end. This is why I constantly challenged people who claimed block canceling dawnbreaker or ranged skills like impale caused those skills to deliver their damage sooner because the combat text appeard on screen sooner. They didnt want to hear otherwise despite my best efforts to explain to them why they were wrong on a technical level, and this was a while ago.
The global cool down in online mmos was put in place as a means to both balance and control player potency with skill use, and as a means to control / limit player queries to the server in order to maintain stability since unlike non mmo like rpgs or online MP games, this genre tends to have more players in a given instance at a time. This is an absolute truth that lays the foundation for how a development studio proceeds in how they animate skills among MANY other aspects of server based player to player interactions.
Player A doesnt want animation canceling because it makes the game look dumb and ruins their immersion
Player b wants animation canceling because they have convinced themsleves it is an advanced technique that increases their combat potency beyond what the developers envisioned
Geuss what, both players are clowns.
I dont expect you to read all this frankly, so if you decide to [Snip]
God speed and God bless.
[Edited for baiting]
exeeter702 wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Now if you can do something about animation cancel, it will go a long ways.
The new block is already a start. I agree. Bet anim cancel is a huge part of the whole performance problem too.
no its not, a huge problem are the cyrodiil ball groups which spam a lot of AOEs/second the whole day,
which causes thousands of different calculations in only one group fight/second.
cyrodiil performance is directly related to the number of ball groups that are on the move at the same time.
who said anything about cyrodiil?
Do you have performance problems in pve?
Some areas in the world FPS would drop, but animation cancels looks bad, and is tedious. I just want it gone.
This game would be absolutely crap if you full removed it. Probably slower combat than GW2 which has cooldowns, or slower than WoW at that point. Waiting x seconds for a fancy useless animation to go off... lol.
I mean all that stuff could be balance out, but the combat is already crap in this game.Animation cancels is a glitch that improves it for some players, but that does not fix the problem. It needs to go, and make the combat a little bit faster/reaction base.
The fact that a glitch improves your combat, and they have not fixed it. That looks bad on the developers and the design of the game.
Animation canceling is not a glitch.
Except devs have stated what happens is actually a desynch, no?
exeeter702 wrote: »exeeter702 wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »rager82b14_ESO wrote: »Now if you can do something about animation cancel, it will go a long ways.
The new block is already a start. I agree. Bet anim cancel is a huge part of the whole performance problem too.
no its not, a huge problem are the cyrodiil ball groups which spam a lot of AOEs/second the whole day,
which causes thousands of different calculations in only one group fight/second.
cyrodiil performance is directly related to the number of ball groups that are on the move at the same time.
who said anything about cyrodiil?
Do you have performance problems in pve?
Some areas in the world FPS would drop, but animation cancels looks bad, and is tedious. I just want it gone.
This game would be absolutely crap if you full removed it. Probably slower combat than GW2 which has cooldowns, or slower than WoW at that point. Waiting x seconds for a fancy useless animation to go off... lol.
I mean all that stuff could be balance out, but the combat is already crap in this game.Animation cancels is a glitch that improves it for some players, but that does not fix the problem. It needs to go, and make the combat a little bit faster/reaction base.
The fact that a glitch improves your combat, and they have not fixed it. That looks bad on the developers and the design of the game.
Animation canceling is not a glitch.
Except devs have stated what happens is actually a desynch, no?
The distinction is important here. Cutting off the recovery animations of skills with actions such as block can cause client side misinformation and desync.
The act of cutting off animations with actions such as block is not itself a bug or an exploit.
rager82b14_ESO wrote: »Now if you can do something about animation cancel, it will go a long ways.
https://www.youtube.com/watch?v=NMhrzCvFOUg