Habilidades de utilidad

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Pre-alpha rogue climbing a Metropolis wall.[1]

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit sometimes "story mode".[2]Steven Sharif

Una habilidad de utilidad es una habilidad no relacionada con el combate que interactúa con el entorno.[3][4][5]Las habilidades de utilidad se adaptan a la forma en que las clases interactúan y se enfrentan a los peligros del mundo..[6]

  • Las clases tendrán diferentes habilidades de utilidad, como detectar trampas y otros peligros.[3][4][6] Por ejemplo: El hechizo de detección del mago lanza luz y revela peligros explosivos mágicos.[7]
    • Ciertas clases son capaces de escalar/hacer parkour en ciertas áreas.[8][9] Esta no es una habilidad libre. Probablemente estará restringida a ciertas misiones, localizaciones y objetos.[10][11]
    • Ciertas clases (como los pícaros) tendrán habilidades de sigilo.[12]
Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[3]Steven Sharif
  • Todas las clases tendrán habilidades de utilidad de conducción y navegación.[13]
  • Existen habilidades de utilidad que pueden ayudar a los jugadores a descubrir caminos y entradas ocultas y que pueden llevar a descubrir misiones ocultas mientras exploran.[4]
  • Existen ciertos objetos en el mundo (como escaleras y toboganes) que ayudan a la movilidad del jugador..[14]
We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[15]Steven Sharif
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.
  • Habrá una habilidad de utilidad u objeto de gancho.[16]
  • Los pícaros puede que también tenga una habilidad de utilidad a modo de catalejo.[6]

List of utility skills

Skill Icon Origin Description
Arcane Eye Arcane Eye Icon.png Mago Conjure a magical eye that reveals any camouflaged enemies within a 20 meter radius around you to you and all party members over the next 8 seconds.[17]
Blink Blink.png Mago Instantly teleport a set distance in the direction you are moving.[18][19]
Camouflage Camoflague Icon.png Ranger} You become harder to see and cannot be directly targeted. The further you are from an enemy, the more difficult you are to spot. Any outgoing combat actions cancel this effect, as well as incoming damage or other negative effects.[20]}
Collect Cargo Collect Cargo Icon.png Caravan Pick up cargo nearest the mouse location and add them to your caravan's storage if there's enough room.[21]
Convert to Caravan Convert to Caravan Icon.png Caravan Allows the raft caravan to turn into a vehicle that can traverse land.[ cita necesaria ]
Convert to Raft Convert to Raft Icon.png Caravan Allows the caravan to turn into a vehicle that can cross calm waters.[22]
Family summon [[]] Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[23][24] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[27]
Rastrear Bounty hunter Reveals corrupted player locations on the bounty hunter's map.[28][29] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[28] The pathfinding ability can be toggled on or off.[28][30]
Shell Shield.png Mago Create a protective magical shell[31] around yourself that absorbs a large amount of damage before breaking.[32][33]
Stealth Pícaro This does not render a player completely invisible.[34] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[35]

Jumping puzzles

Acertijo de salto en la entrada de una mazmorra en Alpha-1.[36]

Eventualmente aparecerán puzles de salto en el mundo.[37]

Respiración bajo el agua

Mecánicas para la respiración bajo el agua:[39]

Es posible morir ahogado.[40][41]

  • Los jugadores que se ahogan reaparecen en la orilla.[40]

Oscuridad

Pre-alpha Mage's detection utility skill casts light and reveals magical explosive hazards.[42]

How deeply we take this though is really going to come down to how much fun it actually is, which we’re still in the process of discovering. As long as we can nail some interesting mechanics, and it’s not more frustrating than fun, make sure you bring your torch.[43]

La oscuridad como obstáculo ambiental está siendo considerada como parte de la mecánica del juego.[44][43]

  • Los desarrolladores solicitan opiniones sobre la intensidad de la iluminación y la oscuridad que estarán presentes en el Alfa-2.[45][44]
In more survival oriented games you're expected to have really dark night times because you utilize instruments like torches and lights that can be present, but when you think about an MMORPG and you think about the types of player numbers and player count you're expected to have in certain locations and dungeons, you need to be able to accommodate those types of visibility lines and those mechanics around that large multiplayer environment. So when you guys are giving feedback think about whether or not you want the outside night time to really be very dark, or if you want that to be reserved for specific locations in game, like certain dungeons and towers where we can utilize mechanics like different types of lighting mechanisms in order to facilitate that more dark feel.[44]Steven Sharif

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