Also has some interesting talk about builds. Also, the first part is the first video I've seen that actually does justice to the graphics detail and outstanding draw distance...even if it's a bit misty in this one.
Re: builds...
In the Dark Anchor fight the guy healing is a Sorcerer (DPS class) in light armor with a healing staff, the guy raining fire is a Dragonknight (tank) in heavy armor with a destruction fire staff and the Templar (healer class) is mostly using a bow for an AOE DPS build... just a taste of the build possibilities.
They could also switch on the fly during the fight to their other weapon hot-bar. For example, if the tank wanted to go into tank mode, all he needs to do is swap his fire staff for sword and board and as soon as he does that his skill bar switches to whatever skills he put on that bar.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
Oh and BTW... the auto convert text to hyperlink functionality at this site either changed or stopped working about a week ago or so... if you want it to be a hyperlink you now need to pick the "link" from the format bar and put your link in the pop-up box..it's a pain.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
Good video. They didn't pick one of the super crazy dark anchors they could have, but I doubt they would have had the same level of commentary if they did.
Kind of looked a bit like Rift. Plus, is this like a co-play with other people outside of your group or do you actually have to join a group? Like if I'm a solo player can I just go up and help start wacking It without having to join a party, like in Rift?
Also it did not look like they got anything afterwards, was there a loot for it, or maybe they'll add that later on yet?
Yes those graphics look REALLY SWEET on 1080p setting. Definatly best look of graphics on their videos yet.
Sad detail about the anchors, they only drop in fixed places.... Nothing dynamic about them like fore example Rifts...
They could have done so much more with this, like the invasions we know from rift and such...I dont think there is any true dynamic content in this mmo, which is actually a pitty
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
Originally posted by fistorm Kind of looked a bit like Rift. Plus, is this like a co-play with other people outside of your group or do you actually have to join a group? Like if I'm a solo player can I just go up and help start wacking it like in Rift?
They mentioned this was open world content, so yes, just run up and join in.
Apparently they are aware how horrid especially the melee animations are, because 90% of the time they show only ranged.
Do the people of Tamriel suffer from back issues, or why is everyone of them hunched in combat? Maybe a sort of bone decay? Sorry, but compare that to the elegant and detailled GW2 combat animations, and you weep.
ESO seriously needs new combat animations.
People don't ask questions to get answers - they ask questions to show how smart they are. - Dogbert
Sad detail about the anchors, they only drop in fixed places.... Nothing dynamic about them like fore example Rifts...
They could have done so much more with this, like the invasions we know from rift and such...I dont think there is any true dynamic content in this mmo, which is actually a pitty
Apparently they are aware how horrid especially the melee animations are, because 90% of the time they show only ranged.
Do the people of Tamriel suffer from back issues, or why is everyone of them hunched in combat? Maybe a sort of bone decay? Sorry, but compare that to the elegant and detailled GW2 combat animations, and you weep.
ESO seriously needs new combat animations.
Remember it's a thousand years before ES games so prehaps races in that time havent reached erectus stage in evolution yet.
Apparently they are aware how horrid especially the melee animations are, because 90% of the time they show only ranged.
Do the people of Tamriel suffer from back issues, or why is everyone of them hunched in combat? Maybe a sort of bone decay? Sorry, but compare that to the elegant and detailled GW2 combat animations, and you weep.
ESO seriously needs new combat animations.
Luckily, animations and combat feedback are a lot easier to fix than core combat mechanisms, I do hope they fix them before release or shortly after but I would have been more concerned if the combat itself was boring or inresponsive or just a clickfest
Apparently they are aware how horrid especially the melee animations are, because 90% of the time they show only ranged.
Do the people of Tamriel suffer from back issues, or why is everyone of them hunched in combat? Maybe a sort of bone decay? Sorry, but compare that to the elegant and detailled GW2 combat animations, and you weep.
ESO seriously needs new combat animations.
Remember it's a thousand years before ES games so prehaps races in that time havent reached erectus stage in evolution yet.
Well I don't like GW2, I think it's rubbish.
This game is great.. if you're goin to bitch and miss out on it over combat animations then.. well.. sucks for you.
Sad detail about the anchors, they only drop in fixed places.... Nothing dynamic about them like fore example Rifts...
They could have done so much more with this, like the invasions we know from rift and such...I dont think there is any true dynamic content in this mmo, which is actually a pitty
.. Except the rifts in Rift aren't dynamic. They may spawn at random times, but the locations are definitely fixed.
They never, for example, spawn in the middle of a town. And the invasions, while neat, are a bit overrated (And I liked Rift). It just streams monsters for a while and then they go away, as they are usually ignored. It's not like tney lock down a town and wipe out all the NPC's until someone clears them.
I find it funny that people complain about animations yet the most successful mmo - WoW has some of the worst animations on top of the hideous graphics. Its like watching blobs just twitch... Terrible.
Luckily, animations and combat feedback are a lot easier to fix than core combat mechanisms...
Are they? Mind to share what kind of animation background you have to make such bold claims?
Because I started working with computer animators back in the 80s. And I think this is pure nonsense. Animations are one of the hardest thing to get right, even more in real time 3D computer graphics like in video games.
Really? Because I seen games improving and adding animations often, for example WoW isn't exactly teh same game it was 9 years ago.
Combat though, I rarely seen combat systems improving without total redesigns. And I wanna stretch the "lot easier to fix than" part, I haven't said they are piss easy to fix, as you would know wqith your extensive game programming background
Also has some interesting talk about builds. Also, the first part is the first video I've seen that actually does justice to the graphics detail and outstanding draw distance...even if it's a bit misty in this one.
Re: builds...
In the Dark Anchor fight the guy healing is a Sorcerer (DPS class) in light armor with a healing staff, the guy raining fire is a Dragonknight (tank) in heavy armor with a destruction fire staff and the Templar (healer class) is mostly using a bow for an AOE DPS build... just a taste of the build possibilities.
They could also switch on the fly during the fight to their other weapon hot-bar. For example, if the tank wanted to go into tank mode, all he needs to do is swap his fire staff for sword and board and as soon as he does that his skill bar switches to whatever skills he put on that bar.
Good post, and it sheds light on something I think a lot of people will have to learn if they get into this game.
It really makes NO sense to think of the classes in ESO as a trinity (tank,healer, dps). Though it can be easy to pigeon-hole them into such roles due to prior MMO experience.
In reality, it's best to think of classes based on their utility. I have a guide that explains this in depth, but unfortunately I cannot share it publicly while the NDA is still in effect. However, what I can say is that every class can be built to do damage, to take damage, or to heal / support. However, each class has very different 'base' kits, with very different strengths & weaknesses, that you will want to combine w/ weapon skills (and possibly other skills?) to make some very interesting & diverse build sets.
I think that a lot of people will find the build creation in this game kinda of a hybrid between older Elder Scrolls games & Guild Wars - like build creation.
Luckily, animations and combat feedback are a lot easier to fix than core combat mechanisms...
Are they? Mind to share what kind of animation background you have to make such bold claims?
Because I started working with computer animators back in the 80s. And I think this is pure nonsense. Animations are one of the hardest thing to get right, even more in real time 3D computer graphics like in video games.
Really? Because I seen games improving and adding animations often, for example WoW isn't exactly teh same game it was 9 years ago.
Combat though, I rarely seen combat systems improving without total redesigns. And I wanna stretch the "lot easier to fix than" part, I haven't said they are piss easy to fix, as you would know wqith your extensive game programming background
I think the thing is making good animations is not that easy but implementing them in engine is relatively simple.
As a freelance animator (amongst otherthings), I can say that in general; new animations are a lot easier to add to a game than new combat mechanics. However, as with everything there are exceptions to this, and certain situations where that may not be true.
In general, it is easier to add / update to a game, then it is to go back and completely change a core component to a game. Which is why re-writing combat code is usually one of the last things u want to do to a released game. Animations, on the other hand, can be modified provided they fit within the correct guidlines. Assuming they are using the correct amount of frames (can't have a 300 frame animation for a 1 second skill), and aren't using any tools that aren't supported by the game engine (i.e. complex fluid simulations), then you're set.
This doesn't mean that animators have an easier job, though. It just means it makes less of an impact on how the game works overall. So if the animation is bad / faulty, it's not as damaging as if the whole combat system is.
That actually looked pretty decent to me. As a person who hasn't participated in Elder Scrolls at all, and a reader of these forums I was expecting FAR worse.
I'd love to see how it runs when there are 40-50 players on screen though.
"As far as the forum code of conduct, I would think it's a bit outdated and in need of a refre *CLOSED*"
Luckily, animations and combat feedback are a lot easier to fix than core combat mechanisms...
Are they? Mind to share what kind of animation background you have to make such bold claims?
Because I started working with computer animators back in the 80s. And I think this is pure nonsense. Animations are one of the hardest thing to get right, even more in real time 3D computer graphics like in video games.
You're seriously suggesting that adding/changing animations is harder to implement than changing the combat mechanics as a whole? Changing animations is a hell of a lot easier because it only affects the aesthetics of the game, changing mechanics is a change to the entire game that would require you re-balance everything around that change
Luckily, animations and combat feedback are a lot easier to fix than core combat mechanisms...
Are they? Mind to share what kind of animation background you have to make such bold claims?
Because I started working with computer animators back in the 80s. And I think this is pure nonsense. Animations are one of the hardest thing to get right, even more in real time 3D computer graphics like in video games.
You're seriously suggesting that adding/changing animations is harder to implement than changing the combat mechanics as a whole? Changing animations is a hell of a lot easier because it only affects the aesthetics of the game, changing mechanics is a change to the entire game that would require you re-balance everything around that change
This ^
You could have zero combat animations and have the combat systems still 100% functional. It'd look awful and feel all wrong, and you'd have no 'tells' to know what your opponent is doing, but the numbers would still be there in the background.
Animation changes often require changes to the models skeleton, which means a LOT more work goes into an animation change than just the animator changing how far the swing extends etc. like even down to art assets having to be changed because the skeleton change stretched something and now looks awful or now you have clipping issues etc.
As for what's in the video, the animations are just as bad as Oblivion/Skyrim - which I don't care about as the gameplay of Skyrim/Oblivion was/is awesome.
I'm just concerned about the lack of melee play styles being showcased. It's 99% of the fun of ES games for me is first person FPS like combat with melee weapons.
Luckily, animations and combat feedback are a lot easier to fix than core combat mechanisms...
Are they? Mind to share what kind of animation background you have to make such bold claims?
Because I started working with computer animators back in the 80s. And I think this is pure nonsense. Animations are one of the hardest thing to get right, even more in real time 3D computer graphics like in video games.
Exactly!
In 14 years of MMO Beta Testing I have yet to see any drastic improvement in Animations and Combat motions from Alpha to beta and onto release.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
Luckily, animations and combat feedback are a lot easier to fix than core combat mechanisms...
Are they? Mind to share what kind of animation background you have to make such bold claims?
Because I started working with computer animators back in the 80s. And I think this is pure nonsense. Animations are one of the hardest thing to get right, even more in real time 3D computer graphics like in video games.
Exactly!
In 14 years of MMO Beta Testing I have yet to see any drastic improvement in Animations and Combat motions from Alpha to beta and onto release.
Oh cmon you are saying that animations don't improve from alpha to beta and then onto release, with the changes in the engine? That's stretching it
Comments
http://www.mmorpg.com/discussion2.cfm/thread/403466/page/1
Little too late, nice vid
Also has some interesting talk about builds. Also, the first part is the first video I've seen that actually does justice to the graphics detail and outstanding draw distance...even if it's a bit misty in this one.
Re: builds...
In the Dark Anchor fight the guy healing is a Sorcerer (DPS class) in light armor with a healing staff, the guy raining fire is a Dragonknight (tank) in heavy armor with a destruction fire staff and the Templar (healer class) is mostly using a bow for an AOE DPS build... just a taste of the build possibilities.
They could also switch on the fly during the fight to their other weapon hot-bar. For example, if the tank wanted to go into tank mode, all he needs to do is swap his fire staff for sword and board and as soon as he does that his skill bar switches to whatever skills he put on that bar.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Oh, I didn't see that, damn!
Yeah, when I hear people saying TESO graphics suck I don't know if to chuckle or feel sorry for the commenter because he is clearly losing his sight
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I don't look at the news section often, glad it was reposted here. It should be posted here.
Kind of looked a bit like Rift. Plus, is this like a co-play with other people outside of your group or do you actually have to join a group? Like if I'm a solo player can I just go up and help start wacking It without having to join a party, like in Rift?
Also it did not look like they got anything afterwards, was there a loot for it, or maybe they'll add that later on yet?
Yes those graphics look REALLY SWEET on 1080p setting. Definatly best look of graphics on their videos yet.
Sad detail about the anchors, they only drop in fixed places.... Nothing dynamic about them like fore example Rifts...
They could have done so much more with this, like the invasions we know from rift and such...I dont think there is any true dynamic content in this mmo, which is actually a pitty
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
They mentioned this was open world content, so yes, just run up and join in.
Apparently they are aware how horrid especially the melee animations are, because 90% of the time they show only ranged.
Do the people of Tamriel suffer from back issues, or why is everyone of them hunched in combat? Maybe a sort of bone decay? Sorry, but compare that to the elegant and detailled GW2 combat animations, and you weep.
ESO seriously needs new combat animations.
People don't ask questions to get answers - they ask questions to show how smart they are. - Dogbert
expected tho
Remember it's a thousand years before ES games so prehaps races in that time havent reached erectus stage in evolution yet.
Luckily, animations and combat feedback are a lot easier to fix than core combat mechanisms, I do hope they fix them before release or shortly after but I would have been more concerned if the combat itself was boring or inresponsive or just a clickfest
Well I don't like GW2, I think it's rubbish.
This game is great.. if you're goin to bitch and miss out on it over combat animations then.. well.. sucks for you.
.. Except the rifts in Rift aren't dynamic. They may spawn at random times, but the locations are definitely fixed.
They never, for example, spawn in the middle of a town. And the invasions, while neat, are a bit overrated (And I liked Rift). It just streams monsters for a while and then they go away, as they are usually ignored. It's not like tney lock down a town and wipe out all the NPC's until someone clears them.
Really? Because I seen games improving and adding animations often, for example WoW isn't exactly teh same game it was 9 years ago.
Combat though, I rarely seen combat systems improving without total redesigns. And I wanna stretch the "lot easier to fix than" part, I haven't said they are piss easy to fix, as you would know wqith your extensive game programming background
Good post, and it sheds light on something I think a lot of people will have to learn if they get into this game.
It really makes NO sense to think of the classes in ESO as a trinity (tank,healer, dps). Though it can be easy to pigeon-hole them into such roles due to prior MMO experience.
In reality, it's best to think of classes based on their utility. I have a guide that explains this in depth, but unfortunately I cannot share it publicly while the NDA is still in effect. However, what I can say is that every class can be built to do damage, to take damage, or to heal / support. However, each class has very different 'base' kits, with very different strengths & weaknesses, that you will want to combine w/ weapon skills (and possibly other skills?) to make some very interesting & diverse build sets.
I think that a lot of people will find the build creation in this game kinda of a hybrid between older Elder Scrolls games & Guild Wars - like build creation.
As a freelance animator (amongst otherthings), I can say that in general; new animations are a lot easier to add to a game than new combat mechanics. However, as with everything there are exceptions to this, and certain situations where that may not be true.
In general, it is easier to add / update to a game, then it is to go back and completely change a core component to a game. Which is why re-writing combat code is usually one of the last things u want to do to a released game. Animations, on the other hand, can be modified provided they fit within the correct guidlines. Assuming they are using the correct amount of frames (can't have a 300 frame animation for a 1 second skill), and aren't using any tools that aren't supported by the game engine (i.e. complex fluid simulations), then you're set.
This doesn't mean that animators have an easier job, though. It just means it makes less of an impact on how the game works overall. So if the animation is bad / faulty, it's not as damaging as if the whole combat system is.
That actually looked pretty decent to me. As a person who hasn't participated in Elder Scrolls at all, and a reader of these forums I was expecting FAR worse.
I'd love to see how it runs when there are 40-50 players on screen though.
¯\_(ツ)_/¯
You're seriously suggesting that adding/changing animations is harder to implement than changing the combat mechanics as a whole? Changing animations is a hell of a lot easier because it only affects the aesthetics of the game, changing mechanics is a change to the entire game that would require you re-balance everything around that change
This ^
You could have zero combat animations and have the combat systems still 100% functional. It'd look awful and feel all wrong, and you'd have no 'tells' to know what your opponent is doing, but the numbers would still be there in the background.
Animation changes often require changes to the models skeleton, which means a LOT more work goes into an animation change than just the animator changing how far the swing extends etc. like even down to art assets having to be changed because the skeleton change stretched something and now looks awful or now you have clipping issues etc.
As for what's in the video, the animations are just as bad as Oblivion/Skyrim - which I don't care about as the gameplay of Skyrim/Oblivion was/is awesome.
I'm just concerned about the lack of melee play styles being showcased. It's 99% of the fun of ES games for me is first person FPS like combat with melee weapons.
Exactly!
In 14 years of MMO Beta Testing I have yet to see any drastic improvement in Animations and Combat motions from Alpha to beta and onto release.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
Oh cmon you are saying that animations don't improve from alpha to beta and then onto release, with the changes in the engine? That's stretching it