clocksstoppe wrote: »
Game mechanic / critical checks should not happen on the client. In any MMO. EVER.
rfennell_ESO wrote: »
I'm not playing eso currently (New World Alpha is more stable that eso right now lol)
rfennell_ESO wrote: »rfennell_ESO wrote: »
I'm not playing eso currently (New World Alpha is more stable that eso right now lol)
just quoting myself... I'm totally serious. New World is totally stable and playable with no buggy bs and it's alpha. No I'm not some super tester... I just pre-ordered it when Amazon Prime alerted me to it's availability and got in on this past thursday.
An alpha that's more stable than a game in release for 5+ years or so.
TLDR
your client (you) used to go, "targeted, within range, button pressed" send that data to the server (ZOS) and the server would go "got it" and do the thing.
NOW
your client (you) goes "targeted, within range, button pressed" sends the data to the server (ZOS) and the server goes "let me check, targeted, NOT within range, button pressed, nope, try again." and you will fail to do the thing.
there is an additional back and forth causing both lag and failure of action execution. its essentially sending back a confirmation check to see if your lying, and in lag and fast paced combat, it OFTEN looks like we are lying.
for an even clearer understanding, every skill is acting like uppercut behind the scenes, requiring you to be on target for the duration of the client server back and forth (your ping essentially)
barney2525 wrote: »This is doggone interesting.
You got a skill that has an animation, and the skill states it takes, for example, 3 seconds before it inflicts damage. But players come up with a mechanic that allows the restriction to be lifted, and in effect the damage is done almost instantly.
IMHO
rfennell_ESO wrote: »rfennell_ESO wrote: »rfennell_ESO wrote: »
I'm not playing eso currently (New World Alpha is more stable that eso right now lol)
just quoting myself... I'm totally serious. New World is totally stable and playable with no buggy bs and it's alpha. No I'm not some super tester... I just pre-ordered it when Amazon Prime alerted me to it's availability and got in on this past thursday.
An alpha that's more stable than a game in release for 5+ years or so.
best part is there was a Fengrush in game. Not the real one, I called him a hacker in global and he didn't angrily respond, so definitely not him.
rfennell_ESO wrote: »rfennell_ESO wrote: »
I'm not playing eso currently (New World Alpha is more stable that eso right now lol)
just quoting myself... I'm totally serious. New World is totally stable and playable with no buggy bs and it's alpha. No I'm not some super tester... I just pre-ordered it when Amazon Prime alerted me to it's availability and got in on this past thursday.
An alpha that's more stable than a game in release for 5+ years or so.
barney2525 wrote: »This is doggone interesting.
You got a skill that has an animation, and the skill states it takes, for example, 3 seconds before it inflicts damage. But players come up with a mechanic that allows the restriction to be lifted, and in effect the damage is done almost instantly.
Group one learns how to use this tactic effectively, and likes it.
Group two says the mechanic should be removed, since the animation and the restriction are designed be be part of the skill.
Now, it seems, things have changed and the mechanic does not work as it has been working. Some players say this is wrong. Some players say this is good.
It's not a 'right' or 'wrong' issue. It's just a matter of perspective.
But in the end, however things 'work', the Company makes the final decision and has to live with that decision.
IMHO
Spaceroamer wrote: »barney2525 wrote: »This is doggone interesting.
You got a skill that has an animation, and the skill states it takes, for example, 3 seconds before it inflicts damage. But players come up with a mechanic that allows the restriction to be lifted, and in effect the damage is done almost instantly.
Group one learns how to use this tactic effectively, and likes it.
Group two says the mechanic should be removed, since the animation and the restriction are designed be be part of the skill.
Now, it seems, things have changed and the mechanic does not work as it has been working. Some players say this is wrong. Some players say this is good.
It's not a 'right' or 'wrong' issue. It's just a matter of perspective.
But in the end, however things 'work', the Company makes the final decision and has to live with that decision.
IMHO
You can’t make damage happen instantly, AC is about getting rid of the animation’s continuation after the damage has landed.
Animation cancelling argument information...
It allows for two actions to come out quicker rather than having the wait.
This can be easily tested in-game. By allowing normal animations to play out without any action on your part while it’s happening.
(Uppercut - cancel - Uppercut) rather than (Uppercut - Uppercut) it seems like more time is spent AC but it’s actually faster than waiting.
NOTE: It is impossible (cannot stress this enough) for two abilities to happen in a second. If it seems like this happens it’s usually a desync.
You can cancel animations with a light attack, heavy attack, bash (interrupt) or dodge roll.
AC can also be used to cancel abilities (specifically cast time ultimates) before they hit when you know that the ability won’t hit.
(Cast Incap - target dodge rolls - cancel before the blades hit and damage is dodged; though this requires some good reaction time - try again)
The anti-AC crowd is fine with AC being used defensively but dislike the fact that it can lead to higher damage when combined with LA weaving.
The pro-AC crowd is obviously (by the name) fine with it.
The fact that both sides can’t come to a agreement leads ZoS to try and appease both sides which leads to what’s happening right now.
darthgummibear_ESO wrote: »
darthgummibear_ESO wrote: »
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.
rfennell_ESO wrote: »rfennell_ESO wrote: »rfennell_ESO wrote: »
I'm not playing eso currently (New World Alpha is more stable that eso right now lol)
just quoting myself... I'm totally serious. New World is totally stable and playable with no buggy bs and it's alpha. No I'm not some super tester... I just pre-ordered it when Amazon Prime alerted me to it's availability and got in on this past thursday.
An alpha that's more stable than a game in release for 5+ years or so.
best part is there was a Fengrush in game. Not the real one, I called him a hacker in global and he didn't angrily respond, so definitely not him.
I was chopping trees down stop ruining my immersions
Ragnaroek93 wrote: »The combat was fine how it was pre patch. Animation canceling was completely fine, the game felt smooth (outside of cast times on ults...) and complaining about it was a l2p issue to be honest. Now the combat feels clunky and awful and this is because of devs trying to please a few people who are unwilling to put minimal effort into the game. Animation canceling is trivial, you learn it passively in a few days by trying so and you definitely don't need to be a MLG player to do so.
I'm kinda excited about what these people will complain next after they realise that removing animation cancelling didn't make them a better player.
Sorry Thogard for bringing unwanted attention to your vid, but I've been struggling with the game recently and when I saw your vid, it was like an ...oh that's why moment.
A lot of people clearly didn't even watch the video or pay attention, it's less about animation cancelling and more about client/server issues.
- Not being able to consistantly hit same target under same circumstances
- LOS and targeting being wonky and making no logical sense
- Losing stamina for complete animations that don't hit
- Animations for no hits, or even worse no LOS, messing up the overall arc of anmiations or combos (aka smooth gameplay).
This video highlights a complete lacks of consitancy with how combat works. And if you have not noticed these issues as of late, maybe you mouse click your abilities.
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]
No worries mate. All publicity is good publicity I guess.
Animation cancelling was a way around the client waiting for the server to perform the “to hit” checks. It made the check happen sooner, and it was especially noticeable for anything conal.
I don't like people taking what was supposed to be a bug report vid and turning it into some sort of crusade against the devs. ESO is an awesome game. It has a few bugs. So what. I still play it. I still stream it. I wouldn't do those things if it wasn't a great game.
Next time I'll have to refrain from speculating so much as to the causes of some minor bugs that aren't really noticeable except to the top 1% of the player base. I'm making educated guesses but I'm not a dev and I don't understand the code. All i know is just from testing and deductive reasoning.
Anyway, my "solution to fix the bug" wouldn't work. It'd make the game vulnerable to memory hacks if we made all targetting back to client-side timing. If that even is the problem.
TL:DR don't take my videos too seriously. I'm not a coder.
Ragnaroek93 wrote: »The combat was fine how it was pre patch. Animation canceling was completely fine, the game felt smooth (outside of cast times on ults...) and complaining about it was a l2p issue to be honest. Now the combat feels clunky and awful and this is because of devs trying to please a few people who are unwilling to put minimal effort into the game. Animation canceling is trivial, you learn it passively in a few days by trying so and you definitely don't need to be a MLG player to do so.
I'm kinda excited about what these people will complain next after they realise that removing animation cancelling didn't make them a better player.