Evasion

De Ashes of Creation Wiki
(Redirigido desde «Dodging»)
Ir a la navegación Ir a la búsqueda
Esquivando in Alpha-1 early combat.[1]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[1]Steven Sharif

Los movimientos de evasión como esquivar y moverse, estarán presentes en el combate de Ashes of Creation combat.[2][3][4]

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.[3]Steven Sharif

Movilidad

Revamped Alpha-1 Mago Fireball ability.[8][9]

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.[8]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.[14]Steven Sharif
  • Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[17][18]
    • Agacharse puede o no estar en el juego.[19][20]
  • La habilidad de tumbarse no estará en el juego.[19][20]
  • Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[21]
  • La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[22]
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.[22]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.[23]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.[24] The root effect is nature based.[25]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[26][27]
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.[28]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[29]
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.[30]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[31]
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.[32][33] An ally is defined as any non-combatant player or non-mob NPC.[34]

Movimiento del jugador

  • Esprintar consumirá un porcentaje de la reserva de maná del personaje. No se podrá esprintar en combate.[36]
    • Se ha confirmado que una habilidad de correr/esprintar con tiempo de reutilización será parte de un kit de clase.[37]
I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[36]Steven Sharif
  • Existe la posibilidad de caminar o correr ("autorun").[38]
  • No habrá ninguna mecánica de "ir a un punto" ("auto-pathing").[39]
  • El desplazamiento hacia atrás y el avance en diagonal son más lentos que la velocidad de movimiento normal.[40]

Colisiones

En Ashes of Creation hay mecánicas de colisión tanto de jugadores como de hechizos.[42]

  • La física de la inercia y el impulso ayudará a evitar el bloqueo de puertas y puntos de acceso. Esto está basado en la dirección y velocidad de movimiento del personaje, y puede utilizarse para apartar a la gente.[43][42]

Animations

Alpha-2 work-in-progress combat animations and decals.[44]

The intensity of those weapon trailings; how they scale based on the type of weapon, the level of weapon, that you have; but not just the trailing on the weapon per-se but also the ground decals. Like for this heavy weapon, that first strike you see that decal in the ground is- I love that look- and even on the backswing when I hit the ground behind me, it's causing that decal.[44]Steven Sharif

We really wanted to build the combat system to- like i said earlier- be as physical as possible. So we have it very animation driven. Everything is handled based on a reference of animation as opposed to nebulous timings, which allows it to feel very impactful and very responsive.[45]Keenan Reimer
  • Razas will not have unique combat animations, but will have unique non-combat animations.[46][47]
We're not going to be having I think unique combat animations. However we will have unique non-combat animations, such as your idle, your walk, your run cycle: things that the combat attacks do not have to blend back into.[46]Steven Sharif

Cancelación de animaciones

La cancelación de animaciones no será una mecanica del combate en Ashes of Creation.[48][49]

Bloqueo activo

Tanque active blocking with a Shield in Alpha-2.[50]

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.[51]Tradd Thompson

El bloqueo activo es una habilidad universal que pueden utilizar todas las clases.[2][53][51][5]

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.[53]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.[55]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.[56][57]

Renovación del combate

Alpha-1 split-body melee weapon combat sneak peek.[11]

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.[11]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.[59][60][9]

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..[11][12][13]

You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[11]Steven Sharif

El combate en la Alfa-1 se centró en la funcionalidad básica más que en el equilibrio.[13] 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.[64]

  • 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.[65]

Apuntando en el combate

Ranger hybrid combat in Alpha-2.[66]

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.[67]Steven Sharif

El combate híbrido hace referencia a la elección entre el combate "tab target" y el "action combat" en Ashes of Creation.[68][69][70][71]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.[72][61][73][74]

  • La cámara en el action combat está vinculada a la retícula del jugador.[75][76]
    • Es probable que haya una tecla de acceso rápido que, al mantenerla pulsada, permita mover libremente la cámara en el modo de acción.[76]
    • En el futuro, el usuario podrá elegir entre diferentes apariencias de retícula.[77]
  • Las habilidades tab target requieren un objetivo bien con fijado suave o duro.[75]
    • 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.[75]
    • 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.[78][75]
  • 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.[79][80][75]

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.[81]Steven Sharif

Las versiones de las habilidades orientadas al action combat y al tab target tendrán características diferentes.[67][72][82][83][84]

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.[83]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..[85]
  • Diferentes rangos de la misma habilidad pueden cambiar la habilidad de tab target a action combat o viceversa.[86]
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.[83]
  • En pos del equilibrio, ciertos tipos de habilidades estarán orientadas al tab target o al action combat.[87]
    • Los CCs duros pueden ser configurados dentro de las habilidades orientadas al action combat ya que son ataques más complicados de acertar.[87][83]
    • Los CCs suaves se configurarán dentro del sistema de tab target.[87]
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.[84]Steven Sharif

Alpha-1 combat

Alpha-1 early hybrid combat demo.[73]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press Q you can lock on to that target. You can also hold Tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[70]Steven Sharif

Hybrid combat was tested in Alpha-1.[70][82]

  • A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[72][61][73][74]
  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[70][73][74][89]
    • The player does not have to be in reticle mode to use an action combat ability.[90]
    If you use an action combat ability that's going to be directional focused, you do not have to be in reticle mode to use that. It will fire where that reticle would be. So if you play by feel and you're in tab target camera mode, you can still utilize your action-oriented skills and abilities.[90]Steven Sharif
    • The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[70][73]
    • Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[72][70]
    Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[72]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[70]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[73]
  • The tab mode (MMO mode) facilitates tab targeted combat.[73][74] A tab-targeted ability requires a target in order to utilize that skill.[72][89]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[73]
    • There will be a "target of target" capability on the user interface.[91]

Cajas de impacto (Hitboxes)

Los desarrolladores están probando diferentes enfoques para dar cabida a diferentes hitboxes entre las razas.[92]

  • Puede que haya una única hitbox común con algunas excepciones o reglas de colisión especiales, en lugar de tener hitboxes de diferentes tamaños.[92]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to just making it smaller for one and not the other.[92]Jeffrey Bard

En el MMORPG Ashes of Creation no hay categorías separadas de hitbox como en Ashes of Creation Apocalypse.[92]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[92]Steven Sharif

Ataques dirigidos

Habrá ataques dirigidos (ataques por la espalda, flanqueos, frontales) que hagan daño adicionalen función de la posición del ataque.[93]

Cleaving

Cono de ataque in Alpha-1.[73]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[73]Steven Sharif

Todas las armas tienen un cono delantero de ataque, independientemente de que estén en tab target o action combat.[73]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[73]Steven Sharif

Se describe como un ataque de arma, no como una habilidad activa.[73]

Ver además

Referencias

  1. 1.0 1.1 1.2 Transmisión en vivo, 2020-08-28 (1:19:24).
  2. 2.0 2.1 2.2 2.3 Transmisión en vivo, 2023-01-27 (1:06:02).
  3. 3.0 3.1 Transmisión en vivo, 2022-06-30 (51:17).
  4. 4.0 4.1 Transmisión en vivo, 2020-01-30 (1:34:12).
  5. 5.0 5.1 Transmisión en vivo, 2021-11-19 (50:38).
  6. Transmisión en vivo, 2020-06-26 (1:24:06).
  7. 7.0 7.1 Transmisión en vivo, 2022-12-02 (1:05:08).
  8. 8.0 8.1 8.2 8.3 Transmisión en vivo, 2021-02-26 (27:41).
  9. 9.0 9.1 Vídeo, 2021-02-26 (6:17).
  10. 10.0 10.1 Transmisión en vivo, 2022-06-30 (46:30).
  11. 11.0 11.1 11.2 11.3 11.4 Transmisión en vivo, 2021-07-30 (31:22).
  12. 12.0 12.1 Entrevista, 2021-06-13 (4:12).
  13. 13.0 13.1 13.2 Transmisión en vivo, 2021-05-28 (1:13:05).
  14. 14.0 14.1 14.2 Transmisión en vivo, 2022-12-02 (59:47).
  15. Transmisión en vivo, 2020-04-30 (1:17:13).
  16. Transmisión en vivo, 2017-05-08 (43:30).
  17. 17.0 17.1 Transmisión en vivo, 2021-12-23 (55:32).
  18. Vídeo, 2021-12-23 (23:53).
  19. 19.0 19.1 Transmisión en vivo, 2022-10-14 (48:45).
  20. 20.0 20.1 stevenclarification.png
  21. Transmisión en vivo, 2020-06-26 (1:30:40).
  22. 22.0 22.1 Transmisión en vivo, 2022-06-30 (49:42).
  23. Transmisión en vivo, 2022-09-30 (51:28).
  24. Air Strike New Description.png
  25. Vídeo, 2022-09-30 (15:28).
  26. Vídeo, 2023-04-28 (4:40).
  27. Call of the Wild Description.png
  28. Trail Speed Bonus Description.png
  29. progression.png
  30. Speed Boost Description New.png
  31. Vídeo, 2023-07-28 (24:03).
  32. Wings of Salvation Info Panel.png
  33. Vídeo, 2023-07-28 (24:16).
  34. Vídeo, 2017-05-25 (0:02).
  35. 36.0 36.1 Transmisión en vivo, 2021-07-30 (1:11:29).
  36. Reddit - Developer response to unique ability visuals.
  37. autorun.jpg
  38. Transmisión en vivo, 2018-05-04 (51:57).
  39. Transmisión en vivo, 2017-12-15 (1:35:38).
  40. Vídeo, 2021-12-23 (7:05).
  41. 42.0 42.1 collision.jpg
  42. Entrevista, 2020-03-27 (15:20).
  43. 44.0 44.1 Vídeo, 2022-06-30 (20:29).
  44. 45.0 45.1 Vídeo, 2022-06-30 (21:19).
  45. 46.0 46.1 Transmisión en vivo, 2022-06-30 (53:33).
  46. Transmisión en vivo, 2020-12-22 (1:12:56).
  47. 48.0 48.1 Transmisión en vivo, 2019-11-22 (1:09:37).
  48. Transmisión en vivo, 2017-05-17 (1:05:11).
  49. 50.0 50.1 Vídeo, 2023-01-27 (35:51).
  50. 51.0 51.1 51.2 Vídeo, 2022-12-02 (34:41).
  51. 52.0 52.1 52.2 Vídeo, 2022-12-02 (16:55).
  52. 53.0 53.1 53.2 53.3 Vídeo, 2023-01-27 (40:24).
  53. Transmisión en vivo, 2023-01-27 (15:22).
  54. Transmisión en vivo, 2023-01-27 (1:13:29).
  55. Transmisión en vivo, 2021-09-24 (1:22:46).
  56. Transmisión en vivo, 2020-06-26 (1:19:50).
  57. shieldactiveblockA1.png
  58. Transmisión en vivo, 2021-05-28 (1:14:50).
  59. steven-combat-revamp-update.png
  60. 61.0 61.1 61.2 61.3 steven-combat-revamp-update-2.png
  61. Entrevista, 2021-02-07 (49:18).
  62. Transmisión en vivo, 2022-07-29 (1:05:20).
  63. Transmisión en vivo, 2022-05-27 (1:11:41).
  64. Transmisión en vivo, 2022-05-27 (1:16:17).
  65. Vídeo, 2022-09-30 (17:03).
  66. 67.0 67.1 67.2 67.3 67.4 Transmisión en vivo, 2022-09-30 (41:06).
  67. steven-hybrid.png
  68. Transmisión en vivo, 2021-08-27 (1:16:04).
  69. 70.0 70.1 70.2 70.3 70.4 70.5 70.6 Transmisión en vivo, 2021-06-25 (22:34).
  70. Transmisión en vivo, 2017-11-16 (30:45).
  71. 72.0 72.1 72.2 72.3 72.4 72.5 Transmisión en vivo, 2021-06-25 (27:43).
  72. 73.00 73.01 73.02 73.03 73.04 73.05 73.06 73.07 73.08 73.09 73.10 73.11 73.12 73.13 Transmisión en vivo, 2020-08-28 (1:15:39).
  73. 74.0 74.1 74.2 74.3 Transmisión en vivo, 2020-04-30 (1:09:51).
  74. 75.0 75.1 75.2 75.3 75.4 Vídeo, 2022-09-30 (17:00).
  75. 76.0 76.1 Transmisión en vivo, 2021-03-26 (59:21).
  76. Transmisión en vivo, 2021-06-25 (26:11).
  77. Transmisión en vivo, 2022-09-30 (49:16).
  78. Transmisión en vivo, 2022-09-30 (52:33).
  79. Transmisión en vivo, 2022-09-30 (48:10).
  80. Transmisión en vivo, 2022-09-30 (54:35).
  81. 82.0 82.1 Newsletter, 2018-08-7
  82. 83.0 83.1 83.2 83.3 Transmisión en vivo, 2018-04-8 (PM) (37:57).
  83. 84.0 84.1 84.2 84.3 84.4 84.5 Pódcast, 2018-08-04 (1:07:59).
  84. Transmisión en vivo, 2023-01-27 (1:11:07).
  85. Transmisión en vivo, 2020-08-28 (1:12:50).
  86. 87.0 87.1 87.2 87.3 87.4 87.5 Pódcast, 2018-08-04 (1:11:05).
  87. steven-action-tab-attack-range.png
  88. 89.0 89.1 Entrevista, 2019-04-15 (38:03).
  89. 90.0 90.1 Transmisión en vivo, 2021-06-25 (27:10).
  90. Transmisión en vivo, 2020-04-30 (40:19).
  91. 92.0 92.1 92.2 92.3 92.4 Transmisión en vivo, 2020-10-30 (1:15:59).
  92. 93.0 93.1 Transmisión en vivo, 2021-03-26 (1:11:25).
  93. class cleaving.png