https://youtu.be/ThZtwhYkKSsI stopped skimming when I got to the point where logic is apparently selfish. Really? I mean... really?
I stopped skimming when I got to the point where logic is apparently selfish. Really? I mean... really?
Exactly, all people want is for a feature which makes no sense to exist (Why make animations at all?) to NOT grant a tangible gameplay advantage. Were not the ones being unreasonable. its pretty clear who is.
I stopped skimming when I got to the point where logic is apparently selfish. Really? I mean... really?
StaticWave wrote: »I stopped skimming when I got to the point where logic is apparently selfish. Really? I mean... really?
Maybe you shouldn't have skimmed. The logic is selfish because skills DO play out the full animation duration. What is stopping them from letting the animations play out? Literally nothing.
Let me make an example so you can understand why I said the logic is selfish. You and I both own a car in a state where car modding is allowed. I want my car to have more speed and look nicer the way I like it, so I mod my car. You, however, think cars shouldn't be modded because it changes how the car originally looks, so you demand the state to ban car modding. Do you see why it is a selfish argument?
Animations do play out the full duration, and ZOS does not disapprove AC, so when people make the argument that AC needs to be banned because animations should be played out, they're making a selfish argument.
I stopped skimming when I got to the point where logic is apparently selfish. Really? I mean... really?
Exactly, all people want is for a feature which makes no sense to exist (Why make animations at all?) to NOT grant a tangible gameplay advantage. Were not the ones being unreasonable. its pretty clear who is.
StaticWave wrote: »I stopped skimming when I got to the point where logic is apparently selfish. Really? I mean... really?
Maybe you shouldn't have skimmed. The logic is selfish because skills DO play out the full animation duration. What is stopping them from letting the animations play out? Literally nothing.
Let me make an example so you can understand why I said the logic is selfish. You and I both own a car in a state where car modding is allowed. I want my car to have more speed and look nicer the way I like it, so I mod my car. You, however, think cars shouldn't be modded because it changes how the car originally looks, so you demand the state to ban car modding. Do you see why it is a selfish argument?
Animations do play out the full duration, and ZOS does not disapprove AC, so when people make the argument that AC needs to be banned because animations should be played out, they're making a selfish argument.
Maybe that line of argumentation makes sense to you, but frankly there's simply no reason to paint someone else's approach to something as selfish. I mean, isn't *that* selfish?
(To add - calling an argument invalid because it's selfish is... well, not really a valid argument against it. I'll grant we really don't care about formal debate around here, but "but that can't be the case because selfish" is a lot weaker than the argument you're trying to defeat).
StaticWave wrote: »
3) This argument is very weak and is extremely selfish. Skills do play out their full duration, so if anti-AC people want to enjoy looking at skill animation, there is literally nothing stopping them from letting the animations play out. What doesn't make sense is trying to force that ideology on players who do want to AC.
4) There are two types of skills in this game, instant cast and channel. With instant abilities, the effect is applied immediately as you press a skill. This means that AC on instant abilities is entirely client side, and has no bearing on the server. Can we make the claim that it is useless to attempt AC on those abilities? No, we cannot, because what AC can do with instant abilities, is to allow you to perform defensive maneuvers with basically zero tradeoffs. That is why the block change is getting blasted so much because the previous version had basically zero weak spots. According to ZOS, "Activating block while animating an ability or attack will now blend the animation more fluidly instead of completely obfuscating the attack. The core mechanics to block cancelling remain untouched, but now display more of the previous attack’s animation before your character animates the block.". While this does not change the core mechanics of block cancelling, it does adds a very small cast time to block because the animation of the previous skill is displayed more. This means that when you block cancel a skill, there is a very small window where you're left vulnerable. It also feels clunky too. On the other hand, channeled abilities only apply the effect AFTER it has completed it's full animation duration. That is why skills like Wrecking Blow, Dark Conversion, Dark Flare, etc. and ultimates with a cast time, will only deal actual damage if you go through its full animation duration. If you attempt to animation cancel channeled abilities, you will cancel it all together and deal no damage. When anti-AC people want it removed because they think AC should cancel the skill and damage all together, they are unintentionally going down a dangerous road here. You see, the only practical way for ZOS to do such a thing, is to give all abilities a cast time like they did to some ultimates. Given how much people hate that change, let me ask you, anti-AC people, do you honestly think it would be a good decision?
Hopefully this post will shed some light on this ongoing topic.
StaticWave wrote: »StaticWave wrote: »I stopped skimming when I got to the point where logic is apparently selfish. Really? I mean... really?
Maybe you shouldn't have skimmed. The logic is selfish because skills DO play out the full animation duration. What is stopping them from letting the animations play out? Literally nothing.
Let me make an example so you can understand why I said the logic is selfish. You and I both own a car in a state where car modding is allowed. I want my car to have more speed and look nicer the way I like it, so I mod my car. You, however, think cars shouldn't be modded because it changes how the car originally looks, so you demand the state to ban car modding. Do you see why it is a selfish argument?
Animations do play out the full duration, and ZOS does not disapprove AC, so when people make the argument that AC needs to be banned because animations should be played out, they're making a selfish argument.
Maybe that line of argumentation makes sense to you, but frankly there's simply no reason to paint someone else's approach to something as selfish. I mean, isn't *that* selfish?
(To add - calling an argument invalid because it's selfish is... well, not really a valid argument against it. I'll grant we really don't care about formal debate around here, but "but that can't be the case because selfish" is a lot weaker than the argument you're trying to defeat).
It is selfish because at the current state of the game, you can both let the animations play the full duration, or animation cancel. When you advocate for the removal of AC, you're essentially removing 1 playstyle because you simply dislike it. It's pretty obvious I don't know why you didn't get it. It's literally no different than me asking ZOS to ban bow builds because I simply dislike it. It's selfish and nothing more, period.
I called the argument weak and selfish. It is weak because their reasoning is based off of their personal preference. You can't just say AC needs to be removed because you don't like it.
MEBengalsFan2001 wrote: »StaticWave wrote: »
3) This argument is very weak and is extremely selfish. Skills do play out their full duration, so if anti-AC people want to enjoy looking at skill animation, there is literally nothing stopping them from letting the animations play out. What doesn't make sense is trying to force that ideology on players who do want to AC.
4) There are two types of skills in this game, instant cast and channel. With instant abilities, the effect is applied immediately as you press a skill. This means that AC on instant abilities is entirely client side, and has no bearing on the server. Can we make the claim that it is useless to attempt AC on those abilities? No, we cannot, because what AC can do with instant abilities, is to allow you to perform defensive maneuvers with basically zero tradeoffs. That is why the block change is getting blasted so much because the previous version had basically zero weak spots. According to ZOS, "Activating block while animating an ability or attack will now blend the animation more fluidly instead of completely obfuscating the attack. The core mechanics to block cancelling remain untouched, but now display more of the previous attack’s animation before your character animates the block.". While this does not change the core mechanics of block cancelling, it does adds a very small cast time to block because the animation of the previous skill is displayed more. This means that when you block cancel a skill, there is a very small window where you're left vulnerable. It also feels clunky too. On the other hand, channeled abilities only apply the effect AFTER it has completed it's full animation duration. That is why skills like Wrecking Blow, Dark Conversion, Dark Flare, etc. and ultimates with a cast time, will only deal actual damage if you go through its full animation duration. If you attempt to animation cancel channeled abilities, you will cancel it all together and deal no damage. When anti-AC people want it removed because they think AC should cancel the skill and damage all together, they are unintentionally going down a dangerous road here. You see, the only practical way for ZOS to do such a thing, is to give all abilities a cast time like they did to some ultimates. Given how much people hate that change, let me ask you, anti-AC people, do you honestly think it would be a good decision?
Hopefully this post will shed some light on this ongoing topic.
As a FYI I have played other games where the devs did both 3 and 4 at the same time. Specific abilities became channeling to ensure that the animation could not be canceled and the other abilities that were left as instant if you did cancel it did zero damage.
So not trying to burst anyone who like AC bubble but it can be done and it can hurt your damage if you enjoy AC. I know how to play both ways and it doesn't bother me either way. It's called managing through changes.
Agenericname wrote: »I stopped skimming when I got to the point where logic is apparently selfish. Really? I mean... really?
Exactly, all people want is for a feature which makes no sense to exist (Why make animations at all?) to NOT grant a tangible gameplay advantage. Were not the ones being unreasonable. its pretty clear who is.
Animation canceling as a whole was intended. That's the reason why skills/abilities were given a priority. Weaving light attacks may have been a side effect, but on the whole there needed to be a priority.
Imagine tanking veteran bloodroot forge and using a heavy attack to recover stamins only to see that the boss', one of the three bosses, animation for their Anvil Cracker had started. Without being able to cancel that, it's a wipe.
As it stands it allows for a certain amount of forgiveness if-you-will to players who are not overly familiar with those scenarios.
I stopped skimming when I got to the point where logic is apparently selfish. Really? I mean... really?
Exactly, all people want is for a feature which makes no sense to exist (Why make animations at all?) to NOT grant a tangible gameplay advantage. Were not the ones being unreasonable. its pretty clear who is.
StaticWave wrote: »I called the argument weak and selfish. It is weak because their reasoning is based off of their personal preference.
@ op
let's get to the meat of the matter:
Do you think cancelling animations should enable players to carry out a follow up action before the moment the animation would have finished if it had not been cancelled?
StaticWave wrote: »I called the argument weak and selfish. It is weak because their reasoning is based off of their personal preference.
Are you sure that's what the reasoning is based off of? I think you're projecting something into other people's minds that isn't necessarily there.
In any case, considering *all* reasoning any human does ultimately circles back to personal preference, including your own, I would recommend you come up with a better argument than what you've got. You can do it if you try. Honestly, a simple "I don't agree with this" would be a better argument than "but those people are selfish" which is little more than a personal attack.
StaticWave wrote: »StaticWave wrote: »I called the argument weak and selfish. It is weak because their reasoning is based off of their personal preference.
Are you sure that's what the reasoning is based off of? I think you're projecting something into other people's minds that isn't necessarily there.
In any case, considering *all* reasoning any human does ultimately circles back to personal preference, including your own, I would recommend you come up with a better argument than what you've got. You can do it if you try. Honestly, a simple "I don't agree with this" would be a better argument than "but those people are selfish" which is little more than a personal attack.
*facepalm* What kind of argument can you make when you say you want the animation to play its full duration?
StaticWave wrote: »@ op
let's get to the meat of the matter:
Do you think cancelling animations should enable players to carry out a follow up action before the moment the animation would have finished if it had not been cancelled?
Yes, I think it should. Otherwise it's no different than being stunned, but this kind of stun has no immunity lol
@ op
let's get to the meat of the matter:
Do you think cancelling animations should enable players to carry out a follow up action before the moment the animation would have finished if it had not been cancelled?
StaticWave wrote: »@ op
let's get to the meat of the matter:
Do you think cancelling animations should enable players to carry out a follow up action before the moment the animation would have finished if it had not been cancelled?
Yes, I think it should. Otherwise it's no different than being stunned, but this kind of stun has no immunity lol
StaticWave wrote: »@ op
let's get to the meat of the matter:
Do you think cancelling animations should enable players to carry out a follow up action before the moment the animation would have finished if it had not been cancelled?
Yes, I think it should. Otherwise it's no different than being stunned, but this kind of stun has no immunity lol
If, in real life, I were to swing a stick in a wide arc in your direction, would you expect to get hit before it reaches you? Would you expect to experience the same impact if I halted the moment it stick touches you vs following through with the movement?
StaticWave wrote: »@ op
let's get to the meat of the matter:
Do you think cancelling animations should enable players to carry out a follow up action before the moment the animation would have finished if it had not been cancelled?
Yes, I think it should. Otherwise it's no different than being stunned, but this kind of stun has no immunity lol
If, in real life, I were to swing a stick in a wide arc in your direction, would you expect to get hit before it reaches you? Would you expect to experience the same impact if I halted the moment it stick touches you vs following through with the movement?