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Thogard's video explains exactly why the devs made a mistake

  • Fur_like_snow
    Fur_like_snow
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    Turning every skill into the targeting equivalent of rapid strikes does not make the game a better experience.
  • [Deleted User]
    [Deleted User]
    Soul Shriven
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  • Elsonso
    Elsonso
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    more bad changes none asked them to “fix” block. Now skills fire less frequently when a target is moving away because of the server side checks it’s like playing on a broke controller with 1-2 sec delay on all skills. It’s not lag. It’s skill input delay.

    Pretty sure that if you go back through all of the combat complaints, you will find people asking for them to fix this. Probably demanding. Probably canceling subscriptions and talking about leaving the game. The thing is that people did not know what they were actually complaining about, so you have to look for more than "fix block".
    You don't even know what AC is. AC doesn't mean hitting somebody 3 times in 0,5 seconds. Do you want me to draw a picture so that you are able to understand?

    Most people likely do not know what block canceling is. I bet that a lot of people who do know what block canceling is probably don't even use it. I also figure that a lot of those who do use it do not really understand it. Pictures or not.
    I can tell you EXACTLY when the server performances issues really started. June 25th, 2014. It's when they implemented Interior Lighting Effects in Patch 1.2.3 . Adding those effects was really the first domino, and as it stands the current server database architecture simply can not handle the game with all the additional changes they've made since. If they haven't already, then they should hire people who have handled the servers for other successful large scale MMOs.

    Heh. No. The "interior lighting effects" were not the cause of the problem. This tale has been out there for years, and it is wrong. That was just a feature, one of many changes that were in that patch. Something else, something that does not have a name that we know, caused this. I call it "client trust revocation, part 1". That might not be accurate, either.

    Edited by Elsonso on March 21, 2020 10:54PM
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  • Saubon
    Saubon
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    You can notice this even in pve. I have now issues with relentless focus light weaving. Now I have basically light weave 6 times instead of 5
  • mav1234
    mav1234
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    All I know is that what I read was that this wouldn't influence gameplay, and that things would still behave like I'm used to. Yet just about everyone I know that played before this patch went live and has played since has said abilities are clunkier, abilities don't behave like they used to esp. related to cancelling and range changed, input delays are terrible, etc. I'm not a master artist at animation cancelling but the difference is noticeable to me. Perhaps this is always how it was "behind the scenes." I don't believe that, because I can tell from fighting players that something has fundamentally changed.

    Perhaps the block changes are being mixed up with the myriad of other input and lag related issues this patch has had. I don't know. I'm not one of the privileged few that gets direct communication with developers, so other than what has been said on live streams or written here, I don't know the intent of this change, or what has really happened behind the scenes in the code. But what Gilliam described does not match what I experience. Maybe it is all in my head. Maybe it is all in all of our heads. Maybe I'll keep PvPing and adjust. But a lot of others haven't, and won't, and many do seem to be leaving ESO.

    Now I give ZOS a lot of leeway here because there's a f'ing global pandemic going on. So while I am frustrated, I'm not cancelling my sub or throwing out ESO like I would if this was normal circumstances. I am going to wait this out for now because despite how unhappy I am with combat and design decisions regarding PvP, I still love the game and appreciate the people that work on it. I would love more communication but also understand giving the situation... yeah.

    In the mean time I'll still express my frustration with the game as-is.
  • LegacyDM
    LegacyDM
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    time to move onto new mmos when they come out. This one has clearly run its course and fluidity of pvp combat has been bad and jankey for some years now. This game clearly is focusing efforts on PVE and is in a sustain & maintain software development life cycle.
    Legacy of Kain
    Vicious Carnage
    ¥ampire Lord of the South
  • LegacyDM
    LegacyDM
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    I can tell you EXACTLY when the server performances issues really started. June 25th, 2014. It's when they implemented Interior Lighting Effects in Patch 1.2.3 . Adding those effects was really the first domino, and as it stands the current server database architecture simply can not handle the game with all the additional changes they've made since. If they haven't already, then they should hire people who have handled the servers for other successful large scale MMOs.

    Heh. No. The "interior lighting effects" were not the cause of the problem. This tale has been out there for years, and it is wrong. That was just a feature, one of many changes that were in that patch. Something else, something that does not have a name that we know, caused this. I call it "client trust revocation, part 1". That might not be accurate, either.



    well it certainly contributed to the problem but wasn't the sole source. It was a combination of moving checks server side due to cheatengine, adding more proc sets adding to server calculations, overhauling the resources management from resource caps to unlimited, adding CP points, too many people squeezed into server quadrants, and the list goes on. The core game engine that was released wasn't designed for the updates we see today. Bottom line, they pushed the software and server too hard. THey can't go back and fix it because they don't have the $$$.
    Edited by LegacyDM on March 21, 2020 11:31PM
    Legacy of Kain
    Vicious Carnage
    ¥ampire Lord of the South
  • Tessitura
    Tessitura
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    So I am going to say I have not experienced all the problems everyone else has, but for me, the animations are a lot smoother now, things are a bit slower but I have said for a long time the games balance was really wacky because of animation canceling, the system and servers were not made to work with animation canceling. ( I don't care what anyone says, canceling the way it's handled was not intended. ) and it looks like they are finally trying to get a grip on how it should work and how to account for the cancels. It's a rough draft though, we were not given a finished and well tested product, that's what sucks, but I do think they are taking a step in the right direction by finally addressing it.

    It remains to be seen if they continue to go the right way or just run off the path to do some crazy cowboy *** again... They have a history of doing crazy cowboy *** that ends with the hero getting shot so....
  • deepseamk20b14_ESO
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    teladoy wrote: »
    I think this video is more a childish complain because he can not use animation canceling as he used to do.

    In my opinion animation canceling is like a cancer. Because with animation canceling you could cast many skills consecutive, send the information from client to server, the server would accept you hit him 3 times in 0,5 and the poor guy on the other side would see that he is insta dead when he saw no *** coming.

    So yes, sorry dude, no everything is perfect and sometimes you have to decide for the less painful option.

    In my opinion is better to know and see what kills you than abuse of a mechanic, just because you have more skills, and kill someone else in matter of seconds.

    Sometimes I really don't understand what kind of common sense the people has. They prefer to complain because they can't abuse anymore of others, instead of be happy that now is more close to be better and fair for everyone.

    He wasn't even just animation canceling. The skill flat out doesn't fire. It happened to me just 2 days ago where I went to incap someone, which CANT be blocked canceled anymore anyways, and I was maybe an arms length from the person as he was running away and I spammed the button about 12 times (started counting after the 3rd) and it flat out never went off, just played the audio for the skill each time. Again, WASNT animation canceling, skills just don't go off reliably now.

    Also, defensive skills aren't working either. Its literally a 50/50 shot whether I even get the heal from rally.

    I've been stuck in the spectral bow animation to where I had to weapon swap to back bar then front bar again just to fix it. Never had this happen until this patch.

    You can call animation canceling cancer and REEEE at the sky until you're blue in the face, but when you have a 6 year old game and people have learned to play it a certain way and they ruin it, thats NOT okay. You DO NOT change a combat system after that many years, THATS common sense.

    Don't even get me started on what this patch did with dsync. What was a thing mainly with snipe now happens with everything.
    Hey everyone! Look! It's a signature!
  • mav1234
    mav1234
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    Don't even get me started on what this patch did with dsync. What was a thing mainly with snipe now happens with everything.

    Heh. I killed a nightblade yesterday and died to two of his snipes after it. Talk about weird.
  • Dojohoda
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    In Cyrodiil at Southern High Rock, approx 6:30 pm est, not exactly NA prime time yet, but close, I checked if I wanted to continue pvp'ing.

    --With bow equipped I light attacked at nothing in southern high rock:

    1. arrow
    2. nothing, no animation
    3. elbow stuck in draw
    4. nothing, no animation
    5. arrow

    So, the Cyrodiil test failed and I went to PVE where every bow light attack actually let loose an arrow.

    :|
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • JakaWild
    JakaWild
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    LegacyDM wrote: »
    time to move onto new mmos when they come out. This one has clearly run its course and fluidity of pvp combat has been bad and jankey for some years now. This game clearly is focusing efforts on PVE and is in a sustain & maintain software development life cycle.

    The next few months will be very telling imo.Not saying eso is gonna die but the thing about pvpers in my experience is once it drops below a certain thresh hold they move on.I've seen it with other games.We saw it in NA no cp and that was my main campaign for years.The numbers drop,fights become harder to find and most moved to the main CP campaign.

    Think this might just be a case of too little too late.Well see.
  • FrankonPC
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    JakaWild wrote: »
    LegacyDM wrote: »
    time to move onto new mmos when they come out. This one has clearly run its course and fluidity of pvp combat has been bad and jankey for some years now. This game clearly is focusing efforts on PVE and is in a sustain & maintain software development life cycle.

    The next few months will be very telling imo.Not saying eso is gonna die but the thing about pvpers in my experience is once it drops below a certain thresh hold they move on.I've seen it with other games.We saw it in NA no cp and that was my main campaign for years.The numbers drop,fights become harder to find and most moved to the main CP campaign.

    Think this might just be a case of too little too late.Well see.

    a lot of them have moved on already. you still have the guys that show up on the weekends like always, but it used to be 2 campaigns pop locked on a saturday. Now it's a lot less. ESO is honestly just fortunate that there is nobody really competing in the MMO market right now. Will be interesting to see how quickly they adjust these issues when New World comes out.
  • MaxJrFTW
    MaxJrFTW
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    Can someone explain why skills that don't even require a target still aren't firing (like Rally, for example)?

    I thought it was my naga dying...These people are hopeless.
    "I don't know you, and I don't care to know you."
    ―Ulrich Leland, 3E 433
  • Sahidom
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    Iskiab wrote: »
    Sahidom wrote: »
    I have been wondering whether the client server model has changed to a hybrid stream system where the actional actions are interpreted and streamed out to the client; where as, this could account for the desync occurring. I noticed in a parse, as a parse test is a good test scenario, that after rapidly executing skills, skills begin to fail to execute. As though, the "cue" backlogs and cluster *** the client side results i.e. positional desync and skill not executing. more to point as if the server doesn't register them until action/animations clear the server "cue." I know this is poorly written and could be delivered in a better manner.

    Isn’t this a long winded way of saying the server bottlenecks so the game plays like poo.

    Well to a degree, yes. I do think its relevant to consider how the latest client download interacts with the server. Update 25 block changes align to the mechanic where the server may, to an extent be streaming player actions.

    Its plausible, you can research the client-server game engine model, and how the pitfalls are similar to the case scenarios on desync and disconnects between how responsive client commands are interpreted by the server system.

    The desync isn't occurring with just one skill tree, it's more encompassing. One streamer's video once demonstrated how they were able to use a macros to desync someone's health, I question whether the problem is related to these previous issues when the client desyncs the character.

    Does ESO have any test case scenarios their willing to share for the PTS?
    Edited by Sahidom on March 22, 2020 6:04AM
  • luen79rwb17_ESO
    luen79rwb17_ESO
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    Hey! ZOS should hire this guy. Oh wait...

    I'm eagerly waiting for the next pts cycle to check the next load of fixes! Turn based combat coming in hot!
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • Faulgor
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    teladoy wrote: »
    I think this video is more a childish complain because he can not use animation canceling as he used to do.

    In my opinion animation canceling is like a cancer. Because with animation canceling you could cast many skills consecutive, send the information from client to server, the server would accept you hit him 3 times in 0,5 and the poor guy on the other side would see that he is insta dead when he saw no *** coming.

    So yes, sorry dude, no everything is perfect and sometimes you have to decide for the less painful option.

    In my opinion is better to know and see what kills you than abuse of a mechanic, just because you have more skills, and kill someone else in matter of seconds.

    Sometimes I really don't understand what kind of common sense the people has. They prefer to complain because they can't abuse anymore of others, instead of be happy that now is more close to be better and fair for everyone.

    You don't even know what AC is. AC doesn't mean hitting somebody 3 times in 0,5 seconds. Do you want me to draw a picture so that you are able to understand?

    ..and Thogard is right, he always has been.

    He's obviously wrong when he says that this patch "they got rid of animation canceling". Why should we trust someone's judgement who says something so blatantly untrue? Sounds like he doesn't even know what AC is.
    Alandrol Sul: He's making another Numidium?!?
    Vivec: Worse, buddy. They're buying it.
  • YandereGirlfriend
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    Even if someone is against animation cancelling why would you defend the post-patch status of ability usage?

    My magCro play has been considerably less smooth since the changes, with the "locked out of using all abilities but not actually disconnected" glitch happening semi-frequently as well as having numerous infuriating targeting problems with corpse-consumption skills refusing to fire despite being pointed directly at a corpse.

    I love the content of the patch but the technical aspirations of it have been a failure.
  • Elsonso
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    Faulgor wrote: »
    He's obviously wrong when he says that this patch "they got rid of animation canceling". Why should we trust someone's judgement who says something so blatantly untrue? Sounds like he doesn't even know what AC is.

    That statement poisoned everything that followed.
    XBox EU/NA:@ElsonsoJannus
    PC NA/EU: @Elsonso
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    Total in-game hours: 11321
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  • darthgummibear_ESO
    darthgummibear_ESO
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    Elsonso wrote: »
    I think the fact that the client and server are better synchronized

    They aren't. At all. Desyncs are through the roof and abilities frequently aren't firing at all. There's nothing to get used to when the base combat is so inconsistent and unreliable.
  • TheFM
    TheFM
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    Even if someone is against animation cancelling why would you defend the post-patch status of ability usage?

    My magCro play has been considerably less smooth since the changes, with the "locked out of using all abilities but not actually disconnected" glitch happening semi-frequently as well as having numerous infuriating targeting problems with corpse-consumption skills refusing to fire despite being pointed directly at a corpse.

    I love the content of the patch but the technical aspirations of it have been a failure.

    I had to press my heal ulti a whopping 32 times yesterday for it to fire, and I too had the ability lockouts several times,bone time my weapons disappeared and I couldn't use any abilities 🤣
  • Elsonso
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    Elsonso wrote: »
    I think the fact that the client and server are better synchronized

    They aren't. At all. Desyncs are through the roof and abilities frequently aren't firing at all. There's nothing to get used to when the base combat is so inconsistent and unreliable.

    I am assuming that those are bugs that they need to address, probably due to scaling to full production. We are seeing these changes almost as they are making them. ZOS is incrementally making changes, putting them out into full production, and fixing things. They are not building this behind the curtain for years, then putting them out into full production, and fixing things. That puts defects, and the need for refinement, right in our lap a lot more frequently. It's a gutsy move, if you ask me. There is always the risk that something will blow up.
    XBox EU/NA:@ElsonsoJannus
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  • clocksstoppe
    clocksstoppe
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    Wycks wrote: »

    Game mechanic / critical checks should not happen on the client. In any MMO. EVER.
  • WilliamESO
    WilliamESO
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    Noobs and devs killed the game, if you want money just sell radiants apex for 5k gems and ask me for tips i know more the game than anyone in the world,you can make a lot of money too with alliance changes Just pay me for consulting i got the best ideas for improve this game
  • WilliamESO
    WilliamESO
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    TBE GOAT 200 IQ
  • technohic
    technohic
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    I've always been on the fence on ani-cancel in how it works. Always felt like you should be able to block mid attack to stop it and defend yourself, but probably shouldn't still do the damage or at least full damage. If anything this patch has shown me though, and the comments made; I can only come to the conclusion that anti-ani-cancel crowd are just ignorant to what actually is going on.

    [Snip]

    [Edited for bashing]
    Edited by ZOS_Volpe on March 23, 2020 12:47PM
  • RoninMB
    RoninMB
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    This happened to me in pve yesterday. I clearly had a line of sight but my bow skill just wouldn't fire. Also, no ac was involved.

    https://giant.gfycat.com/AchingEntireAustralianfurseal.webm

  • DarkPicture
    DarkPicture
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    Elsonso wrote: »
    Gilliam did it better.

    "He did it better" xD now the whole game is delayd ... "good job"
    Edited by DarkPicture on March 22, 2020 1:52PM
  • karekiz
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    Yes moar client side >:)
  • rfennell_ESO
    rfennell_ESO
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    LegacyDM wrote: »
    I can tell you EXACTLY when the server performances issues really started. June 25th, 2014. It's when they implemented Interior Lighting Effects in Patch 1.2.3 . Adding those effects was really the first domino, and as it stands the current server database architecture simply can not handle the game with all the additional changes they've made since. If they haven't already, then they should hire people who have handled the servers for other successful large scale MMOs.

    Heh. No. The "interior lighting effects" were not the cause of the problem. This tale has been out there for years, and it is wrong. That was just a feature, one of many changes that were in that patch. Something else, something that does not have a name that we know, caused this. I call it "client trust revocation, part 1". That might not be accurate, either.



    well it certainly contributed to the problem but wasn't the sole source. It was a combination of moving checks server side due to cheatengine, adding more proc sets adding to server calculations, overhauling the resources management from resource caps to unlimited, adding CP points, too many people squeezed into server quadrants, and the list goes on. The core game engine that was released wasn't designed for the updates we see today. Bottom line, they pushed the software and server too hard. THey can't go back and fix it because they don't have the $$$.

    Yeah the interior lighting thing just happened to coincide with new levels of los checks.

    Prior to it you didn't require los for many things. After it was doing los for all sorts of things.

    It was done for a reason, of course. e.g. the fact that you only needed range and not los for a host of los abilities. There used to be a tactic whereby a healer would hide against a wall at the base of a tower and be healing everyone in range, whether or not they were nearby or 3 levels up top (as long as they were within range).

    There was also an issue with aoe and terrain. Prior to the patch terrain would cause massive los checks on aoe. If you embedded yourself in an area with a lot of terrain features it would have to resolve each and every possible los scenario. If you wanted to lag a server to an unconscionable level, well just get a group all firing aoe at a location where as many los checks as possible had to be made and instant lag out.

    I used to have videos of one of those uber guilds doing it at that crypt location north of Sejanus and south of Blue Road Keep. As soon as they started the server was done for. It was also done in the base of towers in keeps, aoes on multiple levels with heals having to resolve los (which they wouldn't) to higher levels of the tower and instant lag out.

    I'm not playing eso currently (New World Alpha is more stable that eso right now lol), but the change that seems to be made is not animations at all. It's the resolving of attacks order. You used to be able to fire off an uppercut and the order would be target (start animation), los (continue animation) and los/range (hit target). That way you could fire up uppercut and if you ended up with los/range you would hit. Now it just truncates the animation and doesn't fire.
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