They also seem to want to introduce new animations for weapon swinging, which also looks terrible compared to the live server.
The character now always looks forward while swinging the weapon(s) instead of turning his head to the side, which looks very unnatural.
You can't even really see the arm movements anymore.
They've said before that they were basically at the animation cap relative to how much they could add in, so this does make it sound like they're trying to reduce some of that space so that new animations can be added in the future.As part of our ongoing efforts to modernize ESO and improve performance, we revamped player combat to use an additive animation system. Basically, this removes a lot of redundant animation info, creating smaller file sizes that use less memory and drive space. This will allow us to create future content that loads quicker and allows more animations to be played at once, even on computers with modest specs.
For this task, the animation visuals are virtually indistinguishable from the existing game. The exception are light and heavy melee weapon attacks, which received some minor updates.
First thing worth mentioning, there were no gameplay changes to light attack weaving or animation cancelling. It still works exactly as it has before. However, light attack animations now strike the target much quicker. This doesn't prevent you from weaving the next attack, but it tries to get to the point of impact quicker, to better match what is happening on the server and give you more accurate visual feedback.
Second, apart from the faster light attacks mentioned above, striking a target with a melee weapon should remain unchanged. However, missing a target with your melee weapon no longer makes you lose your footing and focus on the enemy. This is just a visual change, but it will hopefully make player characters look more skilled when they swing a weapon at nothing (often one of the first things players do).
SilverBride wrote: »Once a player has a forum account, they have it. They can stop playing the game but still continue to post on the forums indefinitely.
But what for? Honestly, if I stopped playing a game I could imagine much more interesting things than staying in its forum and complaining.
And the other thing I wrote is still true: Someone who just wants to cause trouble certainly won't write long, detailed, and thoughtful posts. Many posters in this thread have written in very much detail why they dislike the new design, what they like better about the old one, or what they, in general, imagine as a fitting UI for a fantasy game. Whether one agrees with everything is another story, but I think there are many interesting insights in this thread, that the devs could very much profit from.
As part of our ongoing efforts to modernize ESO and improve performance, we revamped player combat to use an additive animation system. Basically, this removes a lot of redundant animation info, creating smaller file sizes that use less memory and drive space. This will allow us to create future content that loads quicker and allows more animations to be played at once, even on computers with modest specs.
For this task, the animation visuals are virtually indistinguishable from the existing game. The exception are light and heavy melee weapon attacks, which received some minor updates.
First thing worth mentioning, there were no gameplay changes to light attack weaving or animation cancelling. It still works exactly as it has before. However, light attack animations now strike the target much quicker. This doesn't prevent you from weaving the next attack, but it tries to get to the point of impact quicker, to better match what is happening on the server and give you more accurate visual feedback.
Second, apart from the faster light attacks mentioned above, striking a target with a melee weapon should remain unchanged. However, missing a target with your melee weapon no longer makes you lose your footing and focus on the enemy. This is just a visual change, but it will hopefully make player characters look more skilled when they swing a weapon at nothing (often one of the first things players do).
As part of our ongoing efforts to modernize ESO and improve performance, we revamped player combat to use an additive animation system. Basically, this removes a lot of redundant animation info, creating smaller file sizes that use less memory and drive space. This will allow us to create future content that loads quicker and allows more animations to be played at once, even on computers with modest specs.
What is a "additive animation system"? Buzzword bingo?For this task, the animation visuals are virtually indistinguishable from the existing game. The exception are light and heavy melee weapon attacks, which received some minor updates.
First thing worth mentioning, there were no gameplay changes to light attack weaving or animation cancelling. It still works exactly as it has before. However, light attack animations now strike the target much quicker. This doesn't prevent you from weaving the next attack, but it tries to get to the point of impact quicker, to better match what is happening on the server and give you more accurate visual feedback.Second, apart from the faster light attacks mentioned above, striking a target with a melee weapon should remain unchanged. However, missing a target with your melee weapon no longer makes you lose your footing and focus on the enemy. This is just a visual change, but it will hopefully make player characters look more skilled when they swing a weapon at nothing (often one of the first things players do).
Wait what, they think that looks better?
https://youtu.be/TqNOH0yRCJw
Also, it was that "missing a target" animation that told me, well, how do I say I missed the target, duh.
Aha, yeah, yeah, you know what? I'm completely fed up.
The new animations look terrible. They're kind of choppy and angular, lacking in impact and unnatural.
I could literally cry right now. To me, it looks like they're trying to break the game with all their might.
On the podcast with Rich Lambert and Matt Firor, I heard that they don't listen to forum comments much because it's difficult to distinguish between real players and just haters.
They want feedback from people who actually play the game.
So, the question is, have you also submitted your concerns as a ticket in-game?
As part of our ongoing efforts to modernize ESO and improve performance, we revamped player combat to use an additive animation system. Basically, this removes a lot of redundant animation info, creating smaller file sizes that use less memory and drive space. This will allow us to create future content that loads quicker and allows more animations to be played at once, even on computers with modest specs.
What is a "additive animation system"? Buzzword bingo?For this task, the animation visuals are virtually indistinguishable from the existing game. The exception are light and heavy melee weapon attacks, which received some minor updates.
First thing worth mentioning, there were no gameplay changes to light attack weaving or animation cancelling. It still works exactly as it has before. However, light attack animations now strike the target much quicker. This doesn't prevent you from weaving the next attack, but it tries to get to the point of impact quicker, to better match what is happening on the server and give you more accurate visual feedback.Second, apart from the faster light attacks mentioned above, striking a target with a melee weapon should remain unchanged. However, missing a target with your melee weapon no longer makes you lose your footing and focus on the enemy. This is just a visual change, but it will hopefully make player characters look more skilled when they swing a weapon at nothing (often one of the first things players do).
Wait what, they think that looks better?
https://youtu.be/TqNOH0yRCJw
Also, it was that "missing a target" animation that told me, well, how should I say, that I missed the target, duh.
Aha, yeah, yeah, you know what? I'm completely fed up.
The new animations look terrible. They're kind of choppy and angular, lacking in impact and unnatural.
I could literally cry right now. To me, it looks like they're trying to break the game with all their might.
On the podcast with Rich Lambert and Matt Firor, I heard that they don't listen to forum comments much because it's difficult to distinguish between real players and just haters.
They want feedback from people who actually play the game.
So, the question is, have you also submitted your concerns as a ticket in-game?
Rkindaleft wrote: »On the podcast with Rich Lambert and Matt Firor, I heard that they don't listen to forum comments much because it's difficult to distinguish between real players and just haters.
They want feedback from people who actually play the game.
So, the question is, have you also submitted your concerns as a ticket in-game?
I feel like this is just silly because you literally need to have a game account to even access the forums, so the feedback here is more likely to actually be relevant instead of people providing feedback on like Twitter or Reddit where anyone can do it (not to mention people who want to give feedback who don't use socials.)
As part of our ongoing efforts to modernize ESO and improve performance, we revamped player combat to use an additive animation system. Basically, this removes a lot of redundant animation info, creating smaller file sizes that use less memory and drive space. This will allow us to create future content that loads quicker and allows more animations to be played at once, even on computers with modest specs.
What is a "additive animation system"? Buzzword bingo?For this task, the animation visuals are virtually indistinguishable from the existing game. The exception are light and heavy melee weapon attacks, which received some minor updates.
First thing worth mentioning, there were no gameplay changes to light attack weaving or animation cancelling. It still works exactly as it has before. However, light attack animations now strike the target much quicker. This doesn't prevent you from weaving the next attack, but it tries to get to the point of impact quicker, to better match what is happening on the server and give you more accurate visual feedback.Second, apart from the faster light attacks mentioned above, striking a target with a melee weapon should remain unchanged. However, missing a target with your melee weapon no longer makes you lose your footing and focus on the enemy. This is just a visual change, but it will hopefully make player characters look more skilled when they swing a weapon at nothing (often one of the first things players do).
Wait what, they think that looks better?
https://youtu.be/TqNOH0yRCJw
Also, it was that "missing a target" animation that told me, well, how do I say I missed the target, duh.
Aha, yeah, yeah, you know what? I'm completely fed up.
The new animations look terrible. They're kind of choppy and angular, lacking in impact and unnatural.
I could literally cry right now. To me, it looks like they're trying to break the game with all their might.
I would guess this is in response to new player feedback that combat feels floaty, as in the animations don't match up with the impact sounds, and the general animation looking like you're not hitting something solid. Honestly, this isn't the case in my experience. I think it stems from their reasoning of players swinging at nothing as the first thing they do.
Here's a comparison when you're hitting something
https://youtu.be/DSUe4zUW-FY?si=8zRC66DD1e9M2t1j
Honestly, for Light Attacks, it doesn't look good. On Live, you have follow through, with a lot more flair added to it. It makes the transitions a lot more fluid. On PTS, the follow through and flair are all but removed, and it looks very stiff and jittery, as if the game is lagging. They say it should be unchanged, but it's a huge noticeable difference.
Heavy attacks I'll admit look a bit better when hitting something. It may be due to the speed, but there does seem to be more weight put into the attack.
When it comes for missing targets (Hitting nothing), losing your footing is more realistic. There's something called follow through, and when you commit to an attack with a sword, you put your weight behind it and follow through with the motion. Upon missing, you should be losing your footing because you hit nothing despite expecting to. Stopping mid attack with all your weight behind it is pretty amateurish looking rather than skillful because it shows you don't know how to properly handle a weapon. The problem with ZOS's attempt is that it's too stiff, especially with its transitions
I logged into the PTS again today, for the first time in a while, and I noticed the UI had recieved some updates. Does that mean it actually is unfinished, rather than just looking unfinished?
For example the XP bar looks more 3 dimensional, whereas the attribute bars and the target health bar still have the terrible flat one colour effect. The skill icons also seem to be back to normal (although the PTS has switched from NA to EU so I'm also using different skills and haven't checked all the icons). I also noticed some (but not all) the menus now have borders instead of just a hard edge.
I still don't like it and prefer the current version which IMO looks much more appropriate for a fantasy game, but at least it looks intentional rather than looking like something an inexperienced addon author pulled together because they don't have any experience making UI art or the right tools.
If there are more corrections coming it would be helpful to have some idea of what the final version will look like.
PrinceShroob wrote: »I dislike the new gamepad login screen intro. It requires additional time to buffer the rendering, and frankly, I think it's less aesthetically pleasing than the previous login splash screens.
PrinceShroob wrote: »I dislike the new gamepad login screen intro. It requires additional time to buffer the rendering, and frankly, I think it's less aesthetically pleasing than the previous login splash screens.
It really appears to be a copy of the Character Selection background, making the loading screens feel completely unnecessary (especially on slower devices/HDDs). Having an option for choosing the Login Screen backgrounds (from the Chapter-specific ones since Morrowind to the Aurbis currently on LIVE) is a better choice in my opinion.
If there are more corrections coming it would be helpful to have some idea of what the final version will look like.
SilverBride wrote: »On the podcast with Rich Lambert and Matt Firor, I heard that they don't listen to forum comments much because it's difficult to distinguish between real players and just haters.
They want feedback from people who actually play the game.
I think it's very obvious if someone is just hating on things or whether someone gives detailed thoughtful feedback.
Also, can't you only register a forum account if they've approved your apply beforehand anyway?
Once a player has a forum account, they have it. They can stop playing the game but still continue to post on the forums indefinitely.
SilverBride wrote: »Once a player has a forum account, they have it. They can stop playing the game but still continue to post on the forums indefinitely.
But what for? Honestly, if I stopped playing a game I could imagine much more interesting things than staying in its forum and complaining.
And the other thing I wrote is still true: Someone who just wants to cause trouble certainly won't write long, detailed, and thoughtful posts. Many posters in this thread have written in very much detail why they dislike the new design, what they like better about the old one, or what they, in general, imagine as a fitting UI for a fantasy game. Whether one agrees with everything is another story, but I think there are many interesting insights in this thread, that the devs could very much profit from.
I got a forum account as part of participating in the betas and stuck around afterwards even though I didn't buy the game. I didn't keep complaining though, I started one topic called "Should I be able to post here?"