Renovación del combate

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Alpha-1 split-body melee weapon combat sneak peek.[1]

I can move while swinging on this guy. I can back up then continue to attack him. Just have complete control over my character while attacking.[1]Steven Sharif

Durante y después de las pruebas del Alfa-1 se lanzará un sistema de combate renovado en función de los comentarios de los jugadores.[2][3][4]

El sistema de combate renovado incluirá animaciones de cuerpo dividido, donde la parte superior del cuerpo del personaje puede ser bloqueada por animaciones de ataques con armas, mientras que la parte inferior del cuerpo puede seguir moviéndose libremente..[1][9][10]

You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[1]Steven Sharif

El combate en la Alfa-1 se centró en la funcionalidad básica más que en el equilibrio.[10] El combate en la Alfa-2 incluirá arquetipos, un número importante de habilidades de soporte, aumentos, combate de cuerpo dividido, ataques con armas, y muchos elementos adicionales, entre otras cosas.[11]

  • Los cambios que permiten que las habilidades de plantilla se apliquen a posiciones tridimensionales en el aire o en el agua serán prototipados y podrían incluirse en la Alfa-2.[12]

Hybrid combat

Ranger hybrid combat in Alpha-2.[13]

Part of what we're exploring with this approach of our hybrid combat is offering the player the functionality to utilize either tab targeting or a reticle-based action camera mode; and there are benefits to each; and both of them are providing the player what they feel most comfortable with playing. All of our attacks are going to be stat opposed unless they're a templated attack, in which case there will be certain bonuses and/or stronger applied chances for certain types of CC effects to be applied or potentially evasion and accuracy aspects of it. These are all things that we plan to to test throughout alpha two to see where the player base lives in those two options of the action or tab target based attack modes. The important part here is that this is still a work-in-progress. This is meant to give you a look at where our approach has now been living over the past several months when it comes to combat based off of what we learned in alpha one, what player feedback has been along the way and how we can create a compelling system of combat between these very different classes and weapon types.[14]Steven Sharif

El combate híbrido hace referencia a la elección entre el combate "tab target" y el "action combat" en Ashes of Creation.[15][16][17][18]Un botón de selección (por defecto Z, pero se puede vincular a otra tecla) permite al jugador alternar entre los modos de action combat y tab target.[19][5][20][21]

  • La cámara en el action combat está vinculada a la retícula del jugador.[22][23]
    • Es probable que haya una tecla de acceso rápido que, al mantenerla pulsada, permita mover libremente la cámara en el modo de acción.[23]
    • En el futuro, el usuario podrá elegir entre diferentes apariencias de retícula.[24]
  • Las habilidades tab target requieren un objetivo bien con fijado suave o duro.[22]
    • El fijado suave (soft locking) se produce cuando la retícula se desplaza sobre un objetivo en modo de acción. Su placa de objetivo aparecerá ligeramente en gris para indicar que se trata de un objetivo con fijación suave (soft-lock). Si la retícula se aleja del objetivo o el objetivo se aleja de la retícula, el objetivo se pierde.[22]
    • El fijado duro (hard locking) se produce cuando el jugador utiliza el botón derecho del ratón sobre un objetivo con fijado suave. La retícula ya no aparecerá en gris para indicar que el objetivo está bloqueado. A diferencia del bloqueo suave, si el objetivo se sale de la retícula no se pierde el objetivo. En el modo de acción, la tecla Tab seguirá pasando de un objetivo a otro en función de la prioridad de proximidad.[25][22]
  • Atacar sin un objetivo (disparar a ciegas) es posible en el modo acción para las habilidades con plantillas. Si un jugador se mueve en la trayectoria del proyectil puede ser golpeado.[26][27][22]

Q: What the benefits are for tab versus action. I feel like a lot of people feel like tab is just easier so why would I use action?

A: If you're in a massive brawl, the ability to pick and choose targets that are far in the back line that might might be more advantageous towards tab target users because they're able to click, but the reaction time to acquire a target for a cursor versus acquiring a target for a reticle is much faster and less cumbersome because it doesn't require as many actions on behalf of the user.[28]Steven Sharif

Las versiones de las habilidades orientadas al action combat y al tab target tendrán características diferentes.[14][19][29][30][31]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[30]Steven Sharif
  • Las habilidades de tab target aparecerán sombreadas si el objetivo no está dentro de un rango válido, pero las habilidades de plantilla generalmente requerirán que el jugador evalúe el rango correcto para la misma..[32]
  • Diferentes rangos de la misma habilidad pueden cambiar la habilidad de tab target a action combat o viceversa.[33]
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • Puede que no sea posible especificar una configuración sólo con habilidades orientadas a la acción o al tab target. Podría haber un límite del 75% en la elección de habilidades del mismo tipo.[30]
  • En pos del equilibrio, ciertos tipos de habilidades estarán orientadas al tab target o al action combat.[34]
    • Los CCs duros pueden ser configurados dentro de las habilidades orientadas al action combat ya que son ataques más complicados de acertar.[34][30]
    • Los CCs suaves se configurarán dentro del sistema de tab target.[34]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage.[31]Steven Sharif

Weapon use combo system (Combat animation montage)

En Ashes of Creation se emplea un sistema de combos de armas (también llamado Combo system[37], y habilidades de uso de armas[38]) en lugar de la habilidad clásica de auto-ataque .[39][37][40]

Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[41]Steven Sharif
The way that the weapon skill tree works is that at different stages of that combat montage you have available procs that can occur. The first swing might be a small stagger that decreases your opponent's accuracy by 15, that could be a proc that you could that you could spec into that decrease in accuracy- might be a status condition called stagger or bewildered or whatever- and that might exist for three or four seconds. Your second option from a skill tree perspective might be on the swing back. You have some type of tapering slow effect that lasts over three seconds- some type of tapering snare; and then the third step strike down might be some potential one second stun status modifier; and each of these you can spec into additional points to increase the chance that these proc.[41]Steven Sharif
  • Dependiendo de la habilidad de clase elegida, estos efectos tendrán efectos combinados con el montaje de combate.[41]
Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[41]Steven Sharif
You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
  • La elección y rotación de las habilidades de las armas variará en función de si el jugador está más centrado en Pvp o en PvE.[41]
Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[41]Steven Sharif
  • Usar una habilidad que no sea un ataque básico reiniciará el combo por norma general.[42]
    • Los desarrolladores están considerando la posibilidad de usar habilidades específicas sin reiniciar el sistema de combo.[42]

It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[37]Steven Sharif

Instant cast abilities

Instant cast abilities (also known as off-global-cooldown or OGCD abilities) are skills that may be used during other ability activations.[44]

Skill Icon Base skill
Divine Infusion Divine Infusion.png Consume Divine Power to instantly complete the remaining cast time of any healing spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[45][46][47][48]
Flash Cure Flash Cure.png Instantly heal target ally. This may be used during other ability activations.[44][49]
Healing Touch Healing Touch.png Heal target ally in melee range for a large amount of health.[50][51]

Movilidad

Revamped Alpha-1 Mago Fireball ability.[6][4]

The general approach that we're taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's the general design philosophy we're using to approach the overhaul.[6]Tradd Thompson

Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[53]Steven Sharif
  • Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[56][57]
    • Agacharse puede o no estar en el juego.[58][59]
  • La habilidad de tumbarse no estará en el juego.[58][59]
  • Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[60]
  • La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[61]
There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[61]Steven Sharif
Q: If a ranger is super mobile, what are the melee's options in order to catch them?
A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[62]Steven Sharif
info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Air Strike Air Strike New.png Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[63] The root effect is nature based.[64]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[65][66]
Call of the Wild Call of the Wild Icon.png Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[67]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[68]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[69]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[70]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[71][72] An ally is defined as any non-combatant player or non-mob NPC.[73]

Weapon weights

Weapon weight refers to how the mass of a weapon affects its performance during combat.[52]

There is a balance between player motion and agency as we call it and weapon weightedness- that almost locked-in-place rooted position- the heavier the weapon is, the more restrictions you want to place on that player agency to showcase the rooted effect: That weight- that heavyweight aspect; and so what we've done by presenting you guys with both the dual daggers and the two-handed weapon is we've shown the range between that complete player agency: a player agency in the light weapon attacks that's the dual daggers, and the maximum range of of rootedness or weightedness that's present on the two-handed weapon; and that's the spectrum in which our basic melee combat will exist within. So if there are medium weapon groups that exist in-between there, it's going to be somewhere in between that spectrum.[75]Steven Sharif

Esquivando

Esquivando in Alpha-1 early combat.[76]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[76]Steven Sharif

Los movimientos de evasión como esquivar y moverse, estarán presentes en el combate de Ashes of Creation combat.[77][78][79]

So you see an animation windup that's a telegraph on what's coming; and then you have response actions that you can take as a result of that in order to dodge, weave, move, do whatever. It is both a combination of what your rotation is but also how you have reaction abilities ready to go that you save for certain circumstances that are important.[78]Steven Sharif

Bloqueo activo

Tanque active blocking with a Shield in Alpha-2.[83]

The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[84]Tradd Thompson

El bloqueo activo es una habilidad universal que pueden utilizar todas las clases.[77][86][84][80]

Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[86]Steven Sharif
Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[88]Steven Sharif
  • Anteriormente, los desarrolladores no habían completado los detalles de los sistemas de bloqueo activo y se decantaban por una mitigación del daño universal más tradicional orientada a los buff para el MMO, además de considerar la interacción entre el bloqueo basado en acciones y una estadística de bloqueo pasivo.[89][90]

Floating combat text

Alpha-2 Floating combat text work-in-progress UI.[92]

Damage you take, which is indicated in this red number, floats towards your left-hand side; and when you do damage to a target they float to your right-hand side. Now one of the very important aspects of these floating texts is providing the player with customization options that they can adjust the size of the floating text. They can adjust the color composition on how these texts are represented. They can also include damage icons to indicate the ability that's used for those floating texts; and importantly we also call out the crits that you do in a separate way: how they pop in they're slightly above the other number; and then more so, we also have additional functionality for cumulative damage.[92]Steven Sharif

Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[92]

  • Damage taken appears in red and floats to the left.[92]
  • Damage dealt appears in yellow and floats to the right.[92]
  • Crits appear larger and are slightly above the other numbers.[92]
  • XP appears in white and is slightly lower on the UI.[92]

Floating combat text is able to be customized by the player.[92][93]

Providing maximum flexibility and player customization options for these floating texts I think is super important.[92]Steven Sharif

Videos

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Referencias

  1. 1.0 1.1 1.2 1.3 1.4 Transmisión en vivo, 2021-07-30 (31:22).
  2. Transmisión en vivo, 2021-05-28 (1:14:50).
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  4. 4.0 4.1 Vídeo, 2021-02-26 (6:17).
  5. 5.0 5.1 5.2 steven-combat-revamp-update-2.png
  6. 6.0 6.1 6.2 6.3 Transmisión en vivo, 2021-02-26 (27:41).
  7. Entrevista, 2021-02-07 (49:18).
  8. Transmisión en vivo, 2022-07-29 (1:05:20).
  9. 9.0 9.1 Entrevista, 2021-06-13 (4:12).
  10. 10.0 10.1 10.2 Transmisión en vivo, 2021-05-28 (1:13:05).
  11. Transmisión en vivo, 2022-05-27 (1:11:41).
  12. Transmisión en vivo, 2022-05-27 (1:16:17).
  13. Vídeo, 2022-09-30 (17:03).
  14. 14.0 14.1 14.2 14.3 14.4 Transmisión en vivo, 2022-09-30 (41:06).
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  16. Transmisión en vivo, 2021-08-27 (1:16:04).
  17. Transmisión en vivo, 2021-06-25 (22:34).
  18. Transmisión en vivo, 2017-11-16 (30:45).
  19. 19.0 19.1 Transmisión en vivo, 2021-06-25 (27:43).
  20. Transmisión en vivo, 2020-08-28 (1:15:39).
  21. Transmisión en vivo, 2020-04-30 (1:09:51).
  22. 22.0 22.1 22.2 22.3 22.4 Vídeo, 2022-09-30 (17:00).
  23. 23.0 23.1 Transmisión en vivo, 2021-03-26 (59:21).
  24. Transmisión en vivo, 2021-06-25 (26:11).
  25. Transmisión en vivo, 2022-09-30 (49:16).
  26. Transmisión en vivo, 2022-09-30 (52:33).
  27. Transmisión en vivo, 2022-09-30 (48:10).
  28. Transmisión en vivo, 2022-09-30 (54:35).
  29. Newsletter, 2018-08-7
  30. 30.0 30.1 30.2 30.3 Transmisión en vivo, 2018-04-8 (PM) (37:57).
  31. 31.0 31.1 31.2 31.3 31.4 31.5 Pódcast, 2018-08-04 (1:07:59).
  32. Transmisión en vivo, 2023-01-27 (1:11:07).
  33. Transmisión en vivo, 2020-08-28 (1:12:50).
  34. 34.0 34.1 34.2 34.3 34.4 34.5 Pódcast, 2018-08-04 (1:11:05).
  35. steven-action-tab-attack-range.png
  36. Twitter - Take a look at our new basic weapon attack combos!
  37. 37.0 37.1 37.2 Transmisión en vivo, 2020-01-30 (1:28:40).
  38. Transmisión en vivo, 2018-01-18 (22:46).
  39. Transmisión en vivo, 2022-09-30 (43:45).
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  41. 41.0 41.1 41.2 41.3 41.4 41.5 41.6 41.7 Pódcast, 2021-09-29 (47:57).
  42. 42.0 42.1 42.2 Transmisión en vivo, 2020-02-28 (1:10:21).
  43. Transmisión en vivo, 2021-09-24 (1:19:17).
  44. 44.0 44.1 Vídeo, 2023-07-28 (10:03).
  45. Vídeo, 2023-07-28 (25:36).
  46. Divine Infusion Info Panel.png
  47. Vídeo, 2023-05-31 (16:58).
  48. Divine Power Buff Description.png
  49. Flash Cure Info Panel.png
  50. Vídeo, 2023-07-28 (23:28).
  51. Healing Touch Info Panel.png
  52. 52.0 52.1 52.2 Transmisión en vivo, 2022-06-30 (46:30).
  53. 53.0 53.1 53.2 Transmisión en vivo, 2022-12-02 (59:47).
  54. Transmisión en vivo, 2020-04-30 (1:17:13).
  55. Transmisión en vivo, 2017-05-08 (43:30).
  56. Transmisión en vivo, 2021-12-23 (55:32).
  57. Vídeo, 2021-12-23 (23:53).
  58. 58.0 58.1 Transmisión en vivo, 2022-10-14 (48:45).
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  60. Transmisión en vivo, 2020-06-26 (1:30:40).
  61. 61.0 61.1 Transmisión en vivo, 2022-06-30 (49:42).
  62. Transmisión en vivo, 2022-09-30 (51:28).
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  64. Vídeo, 2022-09-30 (15:28).
  65. Vídeo, 2023-04-28 (4:40).
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  67. Trail Speed Bonus Description.png
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  69. Speed Boost Description New.png
  70. Vídeo, 2023-07-28 (24:03).
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  72. Vídeo, 2023-07-28 (24:16).
  73. Transmisión en vivo, 2022-10-28 (1:29:48).
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  75. 76.0 76.1 76.2 Transmisión en vivo, 2020-08-28 (1:19:24).
  76. 77.0 77.1 77.2 77.3 Transmisión en vivo, 2023-01-27 (1:06:02).
  77. 78.0 78.1 Transmisión en vivo, 2022-06-30 (51:17).
  78. 79.0 79.1 Transmisión en vivo, 2020-01-30 (1:34:12).
  79. 80.0 80.1 Transmisión en vivo, 2021-11-19 (50:38).
  80. Transmisión en vivo, 2020-06-26 (1:24:06).
  81. 82.0 82.1 Transmisión en vivo, 2022-12-02 (1:05:08).
  82. 83.0 83.1 Vídeo, 2023-01-27 (35:51).
  83. 84.0 84.1 84.2 Vídeo, 2022-12-02 (34:41).
  84. 85.0 85.1 85.2 Vídeo, 2022-12-02 (16:55).
  85. 86.0 86.1 86.2 86.3 Vídeo, 2023-01-27 (40:24).
  86. Transmisión en vivo, 2023-01-27 (15:22).
  87. Transmisión en vivo, 2023-01-27 (1:13:29).
  88. Transmisión en vivo, 2021-09-24 (1:22:46).
  89. Transmisión en vivo, 2020-06-26 (1:19:50).
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  91. 92.00 92.01 92.02 92.03 92.04 92.05 92.06 92.07 92.08 92.09 92.10 92.11 Vídeo, 2022-06-30 (16:39).
  92. 93.0 93.1 Transmisión en vivo, 2021-06-25 (29:09).