Combate

De Ashes of Creation Wiki
Ir a la navegación Ir a la búsqueda
Alpha-2 solo PvE ranger combat.[2]

Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[3]Steven Sharif

El combate en Ashes of Creation se centra en la estrategia y la táctica.[4]

  • El combate es el sistema con el que más se interactúa en el juego. Es necesario que se sienta cómodo, móvil y fluído. Necesita dar una sensación desatisfacción.[3]
We are taking our time when it comes to the quality of this game; and what that means is the additional bells and whistles: the more polished look of animations and visual effects; and as we expand on this idea of combat with class rotations, all this stuff is going to get is going to come together into a very tactile, kinetic style of combat and that's our goal.[5]Steven Sharif
  • El combate está basado en animaciones para garantizar que sea impactante y entusiasme.[6]
    • Los efectos visuales y de sonido son una parte importante a la hora de sentir la inmersión en el combate.[7][8]
    • Los efectos de cámara como el movimiento de la pantalla y el desenfoque radial, se emplean para "garantirzar esta inmersión sin que quede exagerado".[9]
We're building a singular tool that all of the teams can use to build abilities and tweak their sound effects, visual effects, animation design, engineering: All using the same tool grounded in animation to build these abilities.[8]Keenan Reimer

Se implementará un sistema de combate mejorado durante y después de las pruebas de la Alpha-1.[10][11]

Apuntando en el combate

Ranger hybrid combat in Alpha-2.[15]

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.[16]Steven Sharif

El combate híbrido hace referencia a la elección entre el combate "tab target" y el "action combat" en Ashes of Creation.[17][18][19][20]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.[21][22][23][24]

  • La cámara en el action combat está vinculada a la retícula del jugador.[25][26]
    • Es probable que haya una tecla de acceso rápido que, al mantenerla pulsada, permita mover libremente la cámara en el modo de acción.[26]
    • En el futuro, el usuario podrá elegir entre diferentes apariencias de retícula.[27]
  • Las habilidades tab target requieren un objetivo bien con fijado suave o duro.[25]
    • 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.[25]
    • 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.[28][25]
  • 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.[29][30][25]

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.[31]Steven Sharif

Las versiones de las habilidades orientadas al action combat y al tab target tendrán características diferentes.[16][21][32][33][34]

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.[33]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..[35]
  • Diferentes rangos de la misma habilidad pueden cambiar la habilidad de tab target a action combat o viceversa.[36]
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.[33]
  • En pos del equilibrio, ciertos tipos de habilidades estarán orientadas al tab target o al action combat.[37]
    • Los CCs duros pueden ser configurados dentro de las habilidades orientadas al action combat ya que son ataques más complicados de acertar.[37][33]
    • Los CCs suaves se configurarán dentro del sistema de tab target.[37]
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.[34]Steven Sharif

Ashes of Creation Apocalypse combat targeting

Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[40]

  • A hot key can be used to toggle reticle mode on and off.[40]
  • Left mouse click is used for basic weapon attacks.[41]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[41]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[42]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[43][44]

There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[43]Steven Sharif

Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[44]Steven Sharif

Alpha-1 will test hybrid action/tab combat.[32][45]

Mecánicas de headshot

No hay mecánicas de headshot en Ashes of Creation.[46][47][48]

Tiempo para matar

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.

Ashes of Creation tendrá un "tiempo para matar" (TTK) de unos 30 segundos.[52]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[54]Steven Sharif

Habilidades de combate

La idea para el combate es que las habilidades tengan su correspondiente contrapartida.[55]

  • El objetivo es que haya animaciones especiales para parar, bloquear y esquivar..[56]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.[56]Jeffrey Bard

Control de masas (CC)

Las habilidades de control de masas (CC/mezzing) incluyen enraizar, atrapar, aturdir, dormir y ralentizar.[57][55]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[55]Steven Sharif

  • Estos ataques no serán como las habilidades tab-target. Esto es así para evitar combos desequilibrados con habilidades de apuntado (action combat).[33]

We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play feel.[55]Jeffrey Bard

  • Los CCs suaves están incluídos en los hablidades tab-target.[61]
  • Los efectos de CC no se aplican a los jugadores no combatientes(verdes). El objetivo de una habilidad de CC debe estar marcado (flagged) para sufrir los efectos de CC. Esto impide, por ejemplo, que los jugadores que inicien el combate PVP con ataques que aturden a jugadores no combatienes durante un pull.[62]
  • Algunas habilidades de CC pueden desmontar un jugador que vaya en una montura. En estos casos la montura permanecerá con su propia reserva de salud y otras estadísticas.[63]
    • Durante la Alpha-1 las monturas no se separaban del jugador.[63]

There's also going to be effects that just stun the mount or stun you on the mount.[63]Steven Sharif

info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.
Habilidades 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.[65] The root effect is nature based.[66]
Ancestral Bolas Ancestral Bolas.png Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[67]
Chain Lightning Chain Lightning Icon clean.png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[68][69][70]
Chains of Restraint Chains of Restraint Icon2.png Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[71][72]
Condemn Condemn.png Stun target enemy for 3 seconds.[73][74]
Crippling Blow Crippling Blow.png Deal Physical damage and apply Snare to target enemy for 6 seconds.[75]
Fissure Mage Spell 7.png Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[76]
Grapple Grapple Icon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[77][78]
Imbue Ammo: Weighted Imbue Ammo-Weighted.png Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[79]
Knock Out Knock Out.png Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[80]
Leap Strike Leap Strike.png Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[81]
Quake Quake.png Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[82]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[83]
Slumber Slumber (Active).png Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[84][85][86]
Tremoring Bellow TremoringBellowIcon.png Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[87]

Movilidad

Revamped Alpha-1 Mago Fireball ability.[88][11]

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.[88]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.[92]Steven Sharif
  • Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[95][96]
    • Agacharse puede o no estar en el juego.[97][98]
  • La habilidad de tumbarse no estará en el juego.[97][98]
  • Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[99]
  • La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[100]
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.[100]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.[101]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.[65] The root effect is nature based.[66]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[102][103]
Blitz Blitz.png Charge directly toward target enemy, dealing Physical damage to the target on arrival.[104]
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.[105]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[106]
Exert Exert.png Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[107]
Form Of Celerity Form of Celerity.png While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[108]
Form Of Fluidity Form of Fluidity.png While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[109]
Leap Strike Leap Strike.png Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[81]
Lunging Assault Lunging Assault.png Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[110]
Shield Assault ShieldAssaultIcon.png Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[111]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[112]
Whirlwind Whirlwind.png Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[113]
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.[114][115] An ally is defined as any non-combatant player or non-mob NPC.[116]

Movimiento del jugador

  • Esprintar consumirá un porcentaje de la reserva de maná del personaje. No se podrá esprintar en combate.[118]
    • Se ha confirmado que una habilidad de correr/esprintar con tiempo de reutilización será parte de un kit de clase.[119]
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.[118]Steven Sharif
  • Existe la posibilidad de caminar o correr ("autorun").[120]
  • No habrá ninguna mecánica de "ir a un punto" ("auto-pathing").[121]
  • El desplazamiento hacia atrás y el avance en diagonal son más lentos que la velocidad de movimiento normal.[122]

Colisiones

En Ashes of Creation hay mecánicas de colisión tanto de jugadores como de hechizos.[124]

  • 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.[125][124]

Esquivando

Esquivando in Alpha-1 early combat.[3]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[3]Steven Sharif

Los movimientos de evasión como esquivar y moverse, estarán presentes en el combate de Ashes of Creation combat.[126][127][128]

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.[127]Steven Sharif

Bloqueo activo

Tanque active blocking with a Shield in Alpha-2.[132]

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.[133]Tradd Thompson

El bloqueo activo es una habilidad universal que pueden utilizar todas las clases.[126][135][133][129]

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.[135]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.[137]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.[138][139]

Interrupciones

Las habilidades con una barra de casteo pueden ser interrumpidas durante el casteo.[94]

  • Hay habilidades para contrarrestar las interrupciones.
  • Algunas interrupciones son mejores que otras.
info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Bulwark Bulwark Icon.jpg Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[141][142][143][144] Additional increased block chance.[141][144] The second attack knocks down enemies.[141][144]

Cancelación de animaciones

La cancelación de animaciones no será una mecanica del combate en Ashes of Creation.[145][146]

Cleaving

Cono de ataque in Alpha-1.[23]

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.[23]Steven Sharif

Todas las armas tienen un cono delantero de ataque, independientemente de que estén en tab target o action combat.[23]

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.[23]Steven Sharif

Se describe como un ataque de arma, no como una habilidad activa.[23]

Posturas de combate

Es probable que exista el uso de posturas con armas en el juego.[148]

RNG

Los elementos RNG están relacionados con el combate con estadísticas como Golpe Crítico, Evasión o Posibilidad de Bloqueo.[149]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[150]Jeffrey Bard

Habilidades primarias

Preview de las hablidades principales en el Alpha-1.[142]

Si elijes uno de los ocho arquetipos secundario, sea cual sea, vas a recibir una selección de aumentos que se relacionan con algunas de las ideas principales de esa clase. Ya sabes, como un tanque se centra en controlar el campo de batalla, en sobrevivir. El mago trata de infligir daño y usar los elementos y habilidades en área. El pícaro se centrará en el sigilo y el daño crítico. Por lo tanto esos aumentos van a jugar con esas identidades.[151]Steven Sharif

La idea detrás de este sistema, es que estás tratando de bordear la línea de esos aumentos en tu rol, ¿Verdad?. Tenemos la clásica santísima trinidad que está presente en los diseños de las clases para los MMOs y, a menudo, no se desvían en absoluto de ella o bien se desvían completamente. El aumento sirve para ofrecer un equilibrio mediante el cual mantienes la apariencia de ese sistema mientras ofreces la oportunidad de personalizar tu experiencia de juego hacia uno de los otros lados del triángulo..[152]Steven Sharif

Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[153] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario[154][153][155]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[156]Steven Sharif
  • Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[157][158][154][159] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[160]
There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[161]Steven Sharif
  • Elegir el mismo arquetipo primario y secundario aumenta el enfoque en ese arquetipo.[163]
  • Los aumentos a las habilidades primarias cambiarán fundamentalmente la forma en la que funciona dicha habilidad: Adaptará aquello que la habilidad hacía para incorporar la identidad del arquetipo secundario.[164]
  • Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[166]
  • Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[167]
    • Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[168]

Se espera que las habilidades primarias en el Alpha-2 sean muy diferentes a las del Alpha-1.[169]

The ability list in Alpha One is nowhere near what the ability list will be, especially from like a level/progression standpoint. So you can expect it to be incredibly different.[169]Steven Sharif

Habilidades activas

Los jugadores pueden peronalizar su personaje con las habilidades activas que prefieran en su barra de acción (hotbar).[171][172][173]

Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[176]Steven Sharif
  • Los jugadores no obtienen habilidades conforme suben de nivel, deben elegir que habilidades quieren adquirir.[177]
  • No hay libros de hechizos que requieran memorizar.[178]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[171]Steven Sharif

Habilidades finales (Ultimate)

info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.

Las habilidades finales (ultimate) son unas habilidades muy poderosas.[179]

- None -

Habilidades elementales

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[180]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
Ball Lightning Ball Lightning Icon.png Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[181][182][183]
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[184][185][181]
Chain Lightning Chain Lightning Icon clean.png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[68][69][70]
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[181][186][187]
Elemental Empowerment Elemental Empowerment (active).png Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[188][189]
Fireball Fireball (Active).png Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time.[190] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[191]
Fissure Mage Spell 7.png Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[76]
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[192][193]
Lightning Strike Lightning Strike (Active).png Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[194][195]
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[196]
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[197]
Quake Quake.png Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[82]
Thundering Shot Thundering Shot Icon.png Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[198]

Balance

El equilibrio en Ashes of Creation está enfocado en el grupo, y no en el combate 1vs1"[199][200][201]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[201]Steven Sharif
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[202]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[199]Steven Sharif

Las sesenta y cuatro (64) clases están divididas en ocho arquetipos primarios. El equilibrio de las habilidades activas solo hace referencia a estos ocho arquetipos primarios. [200][204]

  • Hay cuatro grupos primarios de aumentos asignados a cada arquetipo base. El equilibrio de estos aumentos hace referencia a los cuatro grupos de aumentos para cada uno de los ocho arquetipos.[157][158][154][204][159]
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.

Ciertos arquetipos secundarios son capaces de reducir las diferencias frente a sus "counters".[205]

Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[200]Steven Sharif
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[205]Steven Sharif

Roles

Ashes of Creation utiliza el tradicional sistema de la trinidad con los roles de Tanque, DPS y Soporte.[206][207]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[208]Steven Sharif

Escalada de poder

Los desarrolladores pretenden limitar el aumento de poder mediante la degradación de objetos, la falta de vinculación de equipo, y la ausencia de pay-to-win o pay-to-convenience.[209]

#REDIRECT MediaWiki:Weapon combo system/es

En Ashes of Creation se emplea un sistema de combos de armas (también llamado Combo system[211], y habilidades de uso de armas[212]) en lugar de la habilidad clásica de auto-ataque .[213][211][214]

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.[215]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.[215]Steven Sharif
  • Dependiendo de la habilidad de clase elegida, estos efectos tendrán efectos combinados con el montaje de combate.[215]
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.[215]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.[215]
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.[215]Steven Sharif
  • Usar una habilidad que no sea un ataque básico reiniciará el combo por norma general.[216]
    • Los desarrolladores están considerando la posibilidad de usar habilidades específicas sin reiniciar el sistema de combo.[216]

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.[211]Steven Sharif

Weapon use combo system status

The weapon combo system plays heavily into the weapon skill trees, which are planned for Alpha-2 and beyond.[217]

Weapon swapping

There will be a loadout system that you can use in your inventory to help manage those different types of set that you can customize. So you can do a simple hotkey press and be able to swap your armors, out of combat of course, with a single button click.[222]Steven Sharif
You may not swap armor when you're in combat, but you may swap your weapons; and there's obviously a few reasons of why this can be important: We're a itemization agnostic class design, so players equip with items that there are most necessary based on the adversary or the challenge that they're facing; and so we want that to be available for players to swap with weapons.[229]Steven Sharif

Raid mechanics

Boss fights will have fairly intricate mechanics.[237]

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[237]Steven Sharif
Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[239]Steven Sharif

Telegraphs

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[240]

  • Animation tells.
  • Templates.

Utility skill

Alpha-2 Ranger Camouflage skill.[241]

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".[242]Steven Sharif

A utility skill is a typically non-combat skill that interacts with the environment and offers counters and horizontal progression against other archetype abilities.[243][244][245][246] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[247]

When we think about utilities, some of the examples of those utilities might be a Rogue has invisibility. How do you address invisibility? Well, a Ranger might have a utility ability that spawns a Hound that trails invisible targets within an AoE radius of the Ranger and you get that location. Whereas, a Mage might have an Arcane Eye that actually reveals them to the party of the raid. Those are the types of utility skills that we want to create. They offer counters and horizontal progression against the other archetype abilities.[243]Steven Sharif
  • Clases will have different utility abilities, such as detecting traps and other hazards.[244][245][247] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[248]
    • Certain classes are able to climb/parkour in certain areas.[249][250] This is not a free-form ability. It will likely be restricted to certain quests, locations or objects.[251][252]
    • Certain classes (such as Rogues) will have stealth abilities.[253]
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.[244]Steven Sharif
  • All classes will have maneuverability/traversal utility abilities.[254]
  • Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[245]
  • Certain objects exist in the world (such as ladders and slides) that aid player mobility.[255]
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.[256]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.
  • There will be a grappling hook utility skill or item.[257]
  • Rogues may also have a spyglass utility skill.[247]

Muerte del personaje

Muerte del personaje in an open world dungeon in Alpha-1.[258]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[259]Steven Sharif

Cuando un personaje muere se se desintegra en cenizas. Las cenizas contienen cualquier objeto cualquier objeto perdido por el jugador debido a las penalizaciones por muerte correspondientes.[260][261][262][263][264] Estos montones de ceniza son saqueables de forma inmediata por cualquier jugador.[261] El marcado de jugadores (flagging) no se activa al saquear.[265]

  • Un no combatiente (jugador verde) que muere sufre las penalizaciones normales, incluyendo:[263]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[268]Steven Sharif
    • Se suelta un porcentaje de los objetos recolectables y materiales que se usan en la creación de otros objetos.[270][262][263]
      • Los objetos destinados al consumo final no se pierden, como los objetos consumibles creador por las profesiones de cocina y alquimia.[270]
      • También se dejan caer un porcentaje de los certificados que lleva el jugador.[264]
      • Si un jugador muere, habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar a la mula de ese jugador para poder saquearla.[271]
      • Si la mula de un jugador muere, su cadáver tendrá el mismo porcentaje de objetos que el jugador..[271][272]
  • Un combatiente (jugador púrpura) que muere sufre estas mismas penalizaciones, pero al 50% que un no combatiente.[263]
  • Un corrupto (jugador rojo) sufre penalizaciones cuatro veces superiores a las de un no combatiente, y tiene la posibilidad de soltar cualquier objeto que lleve equipado en función de su puntuación de corrupción actual.Esto incluye:[273][274] This includes:[274][263]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[276]Steven Sharif
    • Estos objetos pueden ser saqueados por otros jugadores.[277]
    • Los jugadores corruptos reaparecen en lugares aleatorios en las proximidades de su muerte, no en los puntos de reaparición habituales.[278]
      • Los jugadores no corruptos siempre reaparecen en el punto de reaparición activo más cercano (a su muerte).[279]
    • Las penaliazciones por corrupción se acumulan a medida que se gana corrupción (no sólo al morir).[280]
  • La deuda de experiencia escalará aproximadamente al 2 o 3 por ciento de la XP total para un jugador de nivel máximo. Estas cifras están sujetas a cambios en función de las pruebas.[281]
  • Las penalizaciones por muerte (en su mayoría) no se aplican al PvP basado en objetivos.[282][283][284]
    There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[284]Steven Sharif
  • Las penalizaciones por muerte no difieren entre Pvp y PvE, aunque esto está sujeto a cambios.[285]

La muerte por caída es posible.[286]

  • El daño por caída que ocurra mientras se está montado se aplicará primero a la montura; y si la montura muere como resultado, entonces el daño restante puede pasar al jugador, pero esto se determinará en función de las pruebas.[286]

La muerte por ahogamiento es posible.[287][288]

  • Los jugadores que se ahoguen resurgirán en la orilla.[287]

Si un jugador muere habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar la mula de ese jugador para poder saquearla.[271]

Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[289]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[289]Cody Peterson

Mounted combat

Certain mounts will have combat abilities.[290][291][292]

Mounts will have a variety of effective pvp abilities, some viable in larger scale encounters when organized correctly.[293]Steven Sharif
  • Mounts will have combat skills based on the breed and rarity. There will also be some RNG to the mount skills.[294]
There is danger to traversing areas with enemies nearby; and there are specific abilities that knock a rider off of their mount should they venture too close to enemies.[296]Steven Sharif
  • The intention is for players to gain knowledge about mount abilities through observation rather than having that information provided to them in advance.[297]
Q: How will it be evident to players in a PVP scenario what types of abilities they might anticipate from an enemy's mount if its owner has a skin of another breed applied to it?
A: Mount abilities are really meant to be a learned information source. This is not meant to be something that I can look at a mount and know without interacting with that individual- that player what that mount is capable of doing; and as such, when they have skins applied, whether it be through in-game earned or through cosmetic purchase, you will get a learning for what that mount does by observing its use-case and taking that knowledge that you have learned forward with you.[297]Steven Sharif

Mounts can be killed by players, but can be resurrected after a certain cooldown period.[298][299][300]

  • Potions obtained from the Alquimia profession can be used to reduce the cooldown.[298][301][299]
  • Mounts that die a certain number of times within a set period might gain a debuff that requires a different material component to assist with their resurrection.[301]
  • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[286]

Mounts can be targeted separately from the player while mounted.[299]

  • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[271]
  • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[271][272]

Dragon abilities

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.

Dragones are flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[302][303]

The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[303]Steven Sharif

Combat pets

Combat pets (also referred to as Item pets or Universal combat pets) may be acquired by any archetype.[304]

It’s important to note, combat pets are primarily horizontal in nature. Where as class pets (like summoner) are a very vertical mechanic.[306]Steven Sharif
  • Combat pets may be tamed from certain creatures in the world.[309]
  • Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[307]
  • Combat pets will also be categorized into different rarities.[307]
  • Combat pets may not be able to be summoned in certain dungeons, instances or other spaces.[311]
It will participate in combat. It will allow you different options sometimes, but it won't necessarily increase your power and... you'll be sacrificing something for it.[308]Jeffrey Bard

Combate naval

Alpha-2 Negalith naval raid boss.[312]

This is one of the Alpha-2 raid bosses that are going to be in the ocean. That'll be interesting when you come across that, what might happen. Good luck. We should have added a scale there because yeah, it's a big boy. The number of ships needed for that one's going to be a lot.[312]Steven Sharif

Combate naval involves different types of Naves with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from Pvp and PvE perspectives.[312][313]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[319]Steven Sharif
Q: Will there be a way to produce enough experience for a node for those who want to spend the majority of their time on the open seas?
A: The open seas have have a good amount of content; and that content when completed will give its contribution to a nearby node; and that is something that people who live on the sea, or desire to live on the sea, will be able to um contribute in a way.[321]Steven Sharif

Naves

Tea transport PAX East 2018 exclusive cosmetic ship skin.[322]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's skills: Let's say in combat or traversing just the world.[323]Steven Sharif

Naves are vehicles in Ashes of Creation. Ships are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[324][325]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[326]
    • Quest lines may have NPC driven ships.[326]
    • NPC ships will be present on the ocean that are adversaries or monsters that will be targets for players to try to raid or hunt for treasure.[326]
For the most part all ship creation will be delegated to the player. You have to build up a ship or find somebody who has one if you want to get across the seas.[326]Steven Sharif
  • There won't be mechanics for players to hire NPCs to carry out tasks on ships.[327]
  • Ship owners are able to grant permissions to allow other players to navigate their ships and access certain ship functions.[328][325]
    • Ship navigators receive a significant defensive buff while they are navigating the ship. This reduces CC effects and increases damage mitigation significantly.[328]
    • If the ship navigator is killed or otherwise removed from the ship then any player will be able to navigate the ship for a period of 15 to 20 minutes before the ship despawns and becomes a wreckage.[328]
    • Other ship permissions may include operating weapons, anchors, and utility items.[325]
  • Nothing can move or or block ships, apart from other ships. Ships collisions come with the risk of significant damage to the vessels involved.[331][324]
We adhere to some semblance of real physics feelings with regards to these vehicles; and so ships do have the potential to be pushed in different directions and out of the way for each other. That is an intended collision experience that we want ships to have. But it should come with significant risk and potential damage to the vessels themselves.[331]Steven Sharif

Facciones

No hay facciones predefinidas en Ashes of Creation.[332]

We present the player with these soft friction events and then that determines who your friends and your foes are.[333]Steven Sharif

Because we are non-faction based, you want to grant the user the ability to either do things that are "evil" or "good", so there has to be a plethora of choice on the evil side for them to participate in.[334]Steven Sharif

Ashes of Creation Apocalypse: Kits de clase

Seis clases estarán presentes en los asedios de castillo y el modo horda de Ashes of Creation Apocalypse.[335]

Estas clases están relacionadas a la trinidad de clases: Tanque, Daño y Soporte.[335][336]

  • Las habilidades no están vinculadas a las armas específicas en el modo de asedio de castillos.[337]
    • Se ha mencionado anteriormente que las habilidades de arma son aplicadas para aumentar las habilidades base de una clase.[338]
  • Las habilidades base de una clase pueden ser seleccionadas de entre una serie de habilidades disponibles para esa clase, basado en la progresión de un jugador durante esa temporada.[338][339]

We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[339]Steven Sharif

Las clases de Ashes of Creation Apocalypse solo aplican para los modos de asedio de castillos y horda.[340]

Ashes of Creation Apocalypse: Curación

La curación en Ashes of Creation Apocalypse estará basada en retículos (action targeting).[341]

  • Las habilidades de curación también estarán basadas en proximidad: Centradas en uno mismo o centradas en el impacto de un proyectil.[342][343]
  • Habrá pociones con ráfagas de curación (granadas de curación) que otorgarán vida a los aliados.[343]
  • La curación es parte del kit de clase que llegó al juego durante las pruebas del modo asedio de castillo.[342][338]

Tenemos varias teorías de diseño en cuanto al combate de acción y la curación que comenzaron durante la fase uno. Parte de eso será la implementación de un sistema de clases en los modos asedio de castillos y horda durante la fase uno. Esos serán los kits de habilidades que se desarrollarán como habilidades disponibles desde una perspectiva del juego de acción. Los jugadores serán capaces de elegir objetivos en su proximidad, por lo que el posicionamiento será importante. Más aún, los sanadores deberán acercarse a los miembros de grupo que deseen curar. Adicionalmente, habrán métodos de curación basados en retículos. Estos serían lanzados en forma de pulsos de curación o aumentos. Así que hay muchos sistemas diferentes, de los cuales se verán más una vez estén disponibles los modos asedio de castillo y horda.[341]Steven Sharif

Videos

Guías de la comunidad

Ver además

Referencias

  1. Vídeo, 2021-05-28 (25:44).
  2. Vídeo, 2022-09-30 (23:13).
  3. 3.0 3.1 3.2 3.3 3.4 Transmisión en vivo, 2020-08-28 (1:19:24).
  4. 4.0 4.1 4.2 Transmisión en vivo, 2017-05-03 (17:59).
  5. Transmisión en vivo, 2022-06-30 (42:29).
  6. Vídeo, 2022-06-30 (21:19).
  7. Transmisión en vivo, 2022-12-02 (1:06:54).
  8. 8.0 8.1 Vídeo, 2022-06-30 (23:00).
  9. Vídeo, 2022-06-30 (24:18).
  10. steven-combat-revamp-update.png
  11. 11.0 11.1 Vídeo, 2021-02-26 (6:17).
  12. 12.0 12.1 12.2 Transmisión en vivo, 2021-05-28 (1:13:05).
  13. Transmisión en vivo, 2022-05-27 (1:11:41).
  14. Transmisión en vivo, 2022-07-29 (1:05:20).
  15. Vídeo, 2022-09-30 (17:03).
  16. 16.0 16.1 16.2 16.3 16.4 Transmisión en vivo, 2022-09-30 (41:06).
  17. steven-hybrid.png
  18. Transmisión en vivo, 2021-08-27 (1:16:04).
  19. Transmisión en vivo, 2021-06-25 (22:34).
  20. Transmisión en vivo, 2017-11-16 (30:45).
  21. 21.0 21.1 Transmisión en vivo, 2021-06-25 (27:43).
  22. steven-combat-revamp-update-2.png
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 Transmisión en vivo, 2020-08-28 (1:15:39).
  24. Transmisión en vivo, 2020-04-30 (1:09:51).
  25. 25.0 25.1 25.2 25.3 25.4 Vídeo, 2022-09-30 (17:00).
  26. 26.0 26.1 Transmisión en vivo, 2021-03-26 (59:21).
  27. Transmisión en vivo, 2021-06-25 (26:11).
  28. 28.0 28.1 Transmisión en vivo, 2022-09-30 (49:16).
  29. Transmisión en vivo, 2022-09-30 (52:33).
  30. Transmisión en vivo, 2022-09-30 (48:10).
  31. Transmisión en vivo, 2022-09-30 (54:35).
  32. 32.0 32.1 Newsletter, 2018-08-7
  33. 33.0 33.1 33.2 33.3 33.4 33.5 Transmisión en vivo, 2018-04-8 (PM) (37:57).
  34. 34.0 34.1 34.2 34.3 34.4 34.5 Pódcast, 2018-08-04 (1:07:59).
  35. Transmisión en vivo, 2023-01-27 (1:11:07).
  36. Transmisión en vivo, 2020-08-28 (1:12:50).
  37. 37.0 37.1 37.2 37.3 37.4 37.5 37.6 Pódcast, 2018-08-04 (1:11:05).
  38. steven-action-tab-attack-range.png
  39. Transmisión en vivo, 2018-09-27 (17:52).
  40. 40.0 40.1 Transmisión en vivo, 2018-07-09 (58:26).
  41. 41.0 41.1 Entrevista, 2018-08-08 (27:04).
  42. Entrevista, 2018-08-17 (3:58).
  43. 43.0 43.1 Entrevista, 2018-08-17 (4:31).
  44. 44.0 44.1 Entrevista, 2018-08-17 (6:03).
  45. Transmisión en vivo, 2018-04-8 (PM) (41:44).
  46. Transmisión en vivo, 2020-10-30 (1:15:59).
  47. steven-headshots-1.png
  48. 48.0 48.1 steven-headshots-2.png
  49. 49.0 49.1 Entrevista, 2018-10-21 (9:10).
  50. Entrevista, 2018-10-20 (3:25:31).
  51. 51.0 51.1 51.2 Transmisión en vivo, 2018-09-27 (34:49).
  52. 52.0 52.1 Entrevista, 2018-10-20 (3:25:46).
  53. Transmisión en vivo, 2019-11-22 (5:51).
  54. 54.0 54.1 Entrevista, 2018-10-20 (9:10).
  55. 55.0 55.1 55.2 55.3 55.4 Transmisión en vivo, 2017-05-24 (45:12).
  56. 56.0 56.1 Transmisión en vivo, 2020-06-26 (1:50:01).
  57. Transmisión en vivo, 2017-10-16 (25:56).
  58. Transmisión en vivo, 2018-02-09 (28:17).
  59. Transmisión en vivo, 2019-11-22 (1:06:25).
  60. steven-hard-ccs.png
  61. Pódcast, 2018-08-04 (1:11:52).
  62. CC effects do notapply to non-combatants.png
  63. 63.0 63.1 63.2 63.3 Transmisión en vivo, 2021-04-30 (1:08:10).
  64. summons-ccs.png
  65. 65.0 65.1 Air Strike New Description.png
  66. 66.0 66.1 Vídeo, 2022-09-30 (15:28).
  67. Ancestral Bolas Description.png
  68. 68.0 68.1 New Chain Lightning Description.png
  69. 69.0 69.1 Vídeo, 2023-05-31 (12:12).
  70. 70.0 70.1 Vídeo, 2023-04-28 (17:50).
  71. Vídeo, 2023-07-28 (20:50).
  72. Chains of Restraint Info Panel.png
  73. Vídeo, 2023-07-28 (29:23).
  74. Condemn Info Panel.png
  75. Crippling Blow Description.png
  76. 76.0 76.1 Fissure Description2.png
  77. Vídeo, 2023-03-31 (9:55).
  78. Vídeo, 2023-01-27 (10:27).
  79. Imbue Ammo Weighted Skill Tree Description.png
  80. Knock Out Skill Tree Description.png
  81. 81.0 81.1 Leap Strike Description.png
  82. 82.0 82.1 Quake Description.png
  83. Slam Description.png
  84. Vídeo, 2023-04-28 (17:22).
  85. Slumber Description2.png
  86. Vídeo, 2023-09-29 (11:23).
  87. Vídeo, 2023-01-27 (7:28).
  88. 88.0 88.1 Transmisión en vivo, 2021-02-26 (27:41).
  89. 89.0 89.1 Transmisión en vivo, 2022-06-30 (46:30).
  90. Transmisión en vivo, 2021-07-30 (31:22).
  91. Entrevista, 2021-06-13 (4:12).
  92. 92.0 92.1 92.2 Transmisión en vivo, 2022-12-02 (59:47).
  93. Transmisión en vivo, 2020-04-30 (1:17:13).
  94. 94.0 94.1 Transmisión en vivo, 2017-05-08 (43:30).
  95. 95.0 95.1 Transmisión en vivo, 2021-12-23 (55:32).
  96. Vídeo, 2021-12-23 (23:53).
  97. 97.0 97.1 Transmisión en vivo, 2022-10-14 (48:45).
  98. 98.0 98.1 stevenclarification.png
  99. Transmisión en vivo, 2020-06-26 (1:30:40).
  100. 100.0 100.1 Transmisión en vivo, 2022-06-30 (49:42).
  101. Transmisión en vivo, 2022-09-30 (51:28).
  102. Vídeo, 2023-04-28 (4:40).
  103. Blitz Description.png
  104. Call of the Wild Description.png
  105. Trail Speed Bonus Description.png
  106. Exert Description.png
  107. Form of Celerity Description.png
  108. Form of Fluidity Skill Tree Description.png
  109. Lunging Assault Description.png
  110. Vídeo, 2023-01-27 (5:07).
  111. Speed Boost Description New.png
  112. Whirlwind Description.png
  113. Vídeo, 2023-07-28 (24:03).
  114. Wings of Salvation Info Panel.png
  115. Vídeo, 2023-07-28 (24:16).
  116. Vídeo, 2017-05-25 (0:02).
  117. 118.0 118.1 Transmisión en vivo, 2021-07-30 (1:11:29).
  118. Reddit - Developer response to unique ability visuals.
  119. autorun.jpg
  120. Transmisión en vivo, 2018-05-04 (51:57).
  121. Transmisión en vivo, 2017-12-15 (1:35:38).
  122. Vídeo, 2021-12-23 (7:05).
  123. 124.0 124.1 collision.jpg
  124. Entrevista, 2020-03-27 (15:20).
  125. 126.0 126.1 126.2 126.3 Transmisión en vivo, 2023-01-27 (1:06:02).
  126. 127.0 127.1 Transmisión en vivo, 2022-06-30 (51:17).
  127. 128.0 128.1 Transmisión en vivo, 2020-01-30 (1:34:12).
  128. 129.0 129.1 129.2 Transmisión en vivo, 2021-11-19 (50:38).
  129. Transmisión en vivo, 2020-06-26 (1:24:06).
  130. 131.0 131.1 Transmisión en vivo, 2022-12-02 (1:05:08).
  131. 132.0 132.1 Vídeo, 2023-01-27 (35:51).
  132. 133.0 133.1 133.2 Vídeo, 2022-12-02 (34:41).
  133. 134.0 134.1 134.2 Vídeo, 2022-12-02 (16:55).
  134. 135.0 135.1 135.2 135.3 Vídeo, 2023-01-27 (40:24).
  135. Transmisión en vivo, 2023-01-27 (15:22).
  136. Transmisión en vivo, 2023-01-27 (1:13:29).
  137. Transmisión en vivo, 2021-09-24 (1:22:46).
  138. Transmisión en vivo, 2020-06-26 (1:19:50).
  139. shieldactiveblockA1.png
  140. 141.0 141.1 141.2 Alpha-1 screenshot.
  141. 142.0 142.1 toast-keybinds-skills.png
  142. Vídeo, 2021-02-09 (0:37).
  143. 144.0 144.1 144.2 Transmisión en vivo, 2020-07-31 (1:14:26).
  144. 145.0 145.1 Transmisión en vivo, 2019-11-22 (1:09:37).
  145. Transmisión en vivo, 2017-05-17 (1:05:11).
  146. class cleaving.png
  147. Transmisión en vivo, 2019-06-28 (1:19:00).
  148. Transmisión en vivo, 2017-05-30 (16:25).
  149. 150.0 150.1 150.2 Transmisión en vivo, 2018-12-06 (48:52).
  150. Transmisión en vivo, 2017-10-16 (1:00:44).
  151. Entrevista, 2018-08-08 (22:27).
  152. 153.0 153.1 progression.png
  153. 154.0 154.1 154.2 154.3 Entrevista, 2020-07-18 (1:05:04).
  154. class secondary.png
  155. Transmisión en vivo, 2020-07-25 (1:47:55).
  156. 157.0 157.1 Pódcast, 2021-09-29 (30:04).
  157. 158.0 158.1 Transmisión en vivo, 2021-06-25 (1:05:01).
  158. 159.0 159.1 Transmisión en vivo, 2018-02-09 (41:56).
  159. 160.0 160.1 Transmisión en vivo, 2019-12-17 (1:13:14).
  160. 161.0 161.1 161.2 Entrevista, 2020-07-18 (1:07:06).
  161. Forums - Livestream Q&A 2022-08-26.
  162. class same.png
  163. February 8, 2019 - Questions and Answers.
  164. Transmisión en vivo, 2019-07-26 (1:09:22).
  165. Transmisión en vivo, 2018-04-8 (PM) (20:45).
  166. augmentcolors.png
  167. Entrevista, 2018-05-11 (53:15).
  168. 169.0 169.1 Transmisión en vivo, 2021-09-24 (1:18:06).
  169. Transmisión en vivo, 2020-08-28 (1:21:03).
  170. 171.0 171.1 171.2 Transmisión en vivo, 2020-08-28 (1:24:29).
  171. Transmisión en vivo, 2017-05-03 (15:15).
  172. 173.0 173.1 Transmisión en vivo, 2020-03-28 (1:41:42).
  173. Transmisión en vivo, 2022-10-14 (57:45).
  174. Transmisión en vivo, 2022-10-14 (9:02).
  175. 176.0 176.1 Transmisión en vivo, 2023-02-24 (53:48).
  176. Transmisión en vivo, 2017-11-16 (30:02).
  177. Transmisión en vivo, 2017-05-19 (43:09).
  178. Transmisión en vivo, 2017-06-30 (29:13).
  179. Transmisión en vivo, 2018-04-8 (PM) (26:19).
  180. 181.0 181.1 181.2 Vídeo, 2023-09-29 (11:29).
  181. New Ball Lightning Description.png
  182. Vídeo, 2023-04-28 (7:15).
  183. Vídeo, 2023-04-28 (9:22).
  184. Blizzard Description2.png
  185. Cone of Cold Description2.png
  186. Vídeo, 2023-04-28 (11:22).
  187. Vídeo, 2023-04-28 (14:55).
  188. Elemental Empowerment Description.png
  189. Fireball Description2.png
  190. New Fireball Description.png
  191. New Frostbolt Description.png
  192. Vídeo, 2023-04-28 (15:35).
  193. Lightning Strike Description2.png
  194. Vídeo, 2023-04-28 (13:40).
  195. Magma Field Description2.png
  196. Meteor Description2.png
  197. Thundering Shot Description.png
  198. 199.0 199.1 199.2 199.3 Transmisión en vivo, 2023-12-19 (1:25:16).
  199. 200.0 200.1 200.2 Transmisión en vivo, 2020-10-30 (33:26).
  200. 201.0 201.1 201.2 Pódcast, 2018-04-23 (59:28).
  201. 202.0 202.1 Transmisión en vivo, 2023-12-19 (1:23:00).
  202. Transmisión en vivo, 2022-12-02 (1:05:51).
  203. 204.0 204.1 Entrevista, 2018-10-20 (2:40:17).
  204. 205.0 205.1 Pódcast, 2018-04-23 (1:01:01).
  205. 206.0 206.1 206.2 206.3 Group dynamics blog.
  206. 207.0 207.1 207.2 207.3 Transmisión en vivo, 2017-05-22 (46:04).
  207. 208.0 208.1 Entrevista, 2018-10-20 (2:40:16).
  208. Entrevista, 2018-10-20 (2:53:52).
  209. Twitter - Take a look at our new basic weapon attack combos!
  210. 211.0 211.1 211.2 211.3 211.4 211.5 Transmisión en vivo, 2020-01-30 (1:28:40).
  211. 212.0 212.1 Transmisión en vivo, 2018-01-18 (22:46).
  212. Transmisión en vivo, 2022-09-30 (43:45).
  213. steven-auto-attack-definition.png
  214. 215.0 215.1 215.2 215.3 215.4 215.5 215.6 215.7 Pódcast, 2021-09-29 (47:57).
  215. 216.0 216.1 216.2 Transmisión en vivo, 2020-02-28 (1:10:21).
  216. 217.0 217.1 Transmisión en vivo, 2021-09-24 (1:19:17).
  217. Pódcast, 2018-05-11 (57:42).
  218. Entrevista, 2020-07-19 (53:59).
  219. Entrevista, 2020-07-18 (1:07:51).
  220. Transmisión en vivo, 2023-04-28 (39:06).
  221. 222.0 222.1 Entrevista, 2023-09-10 (47:13).
  222. Transmisión en vivo, 2023-02-24 (46:15).
  223. Transmisión en vivo, 2021-11-19 (40:53).
  224. Transmisión en vivo, 2023-11-30 (1:37:49).
  225. Vídeo, 2023-11-30 (19:06).
  226. Transmisión en vivo, 2022-06-30 (1:17:34).
  227. Transmisión en vivo, 2024-03-29 (1:55:14).
  228. 229.0 229.1 Transmisión en vivo, 2023-04-28 (51:16).
  229. 230.0 230.1 Transmisión en vivo, 2022-09-30 (51:09).
  230. Pódcast, 2021-09-29 (40:50).
  231. Entrevista, 2018-05-11 (16:32).
  232. Transmisión en vivo, 2017-07-28 (34:32).
  233. Entrevista, 2020-07-18 (1:03:45).
  234. Transmisión en vivo, 2019-05-30 (1:15:58).
  235. Forums - Dev Discussion #52 - Boss Mechanics
  236. 237.0 237.1 237.2 237.3 237.4 237.5 237.6 Transmisión en vivo, 2018-04-8 (PM) (1:14:01).
  237. Transmisión en vivo, 2022-05-27 (1:14:46).
  238. 239.0 239.1 239.2 Entrevista, 2023-09-10 (32:16).
  239. Transmisión en vivo, 2017-05-22 (49:38).
  240. Vídeo, 2024-01-31 (4:48).
  241. Transmisión en vivo, 2020-07-25 (42:49).
  242. 243.0 243.1 Transmisión en vivo, 2023-12-19 (1:11:17).
  243. 244.0 244.1 244.2 Transmisión en vivo, 2023-02-24 (1:13:19).
  244. 245.0 245.1 245.2 Transmisión en vivo, 2023-02-24 (6:51).
  245. Transmisión en vivo, 2017-06-30 (30:34).
  246. 247.0 247.1 247.2 Transmisión en vivo, 2017-05-12 (33:10).
  247. class utilities.png
  248. Transmisión en vivo, 2017-05-15 (15:10).
  249. utility skills.jpg
  250. Transmisión en vivo, 2018-01-18 (34:56).
  251. Transmisión en vivo, 2019-06-28 (1:21:46).
  252. class stealth.png
  253. class mobility.png
  254. Transmisión en vivo, 2021-10-29 (1:07:11).
  255. Transmisión en vivo, 2017-05-24 (57:41).
  256. Transmisión en vivo, 2017-05-12 (18:00).
  257. Transmisión en vivo, 2020-03-28 (1:58:24).
  258. Pódcast, 2018-04-23 (49:21).
  259. Transmisión en vivo, 2021-09-24 (51:20).
  260. 261.0 261.1 Transmisión en vivo, 2021-03-26 (1:07:33).
  261. 262.0 262.1 a419c5398b542a713545e4f393d67215.png
  262. 263.0 263.1 263.2 263.3 263.4 263.5 263.6 263.7 263.8 Pódcast, 2017-05-05 (43:05).
  263. 264.0 264.1 Entrevista, 2020-07-18 (27:11).
  264. Pódcast, 2021-04-11 (34:41).
  265. Transmisión en vivo, 2017-05-19 (13:37).
  266. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  267. 268.0 268.1 Entrevista, 2021-02-07 (13:14).
  268. Entrevista, 2020-07-29 (16:46).
  269. 270.0 270.1 Transmisión en vivo, 2022-12-02 (1:26:02).
  270. 271.0 271.1 271.2 271.3 271.4 271.5 Transmisión en vivo, 2021-01-29 (1:24:27).
  271. 272.0 272.1 272.2 Transmisión en vivo, 2018-09-27 (47:46).
  272. Transmisión en vivo, 2022-10-28 (24:28).
  273. 274.0 274.1 274.2 Entrevista, 2020-07-18 (41:54).
  274. Transmisión en vivo, 2017-11-17 (35:20).
  275. steven-corruption-gear-drop.png
  276. Entrevista, 2018-05-11 (15:41).
  277. Entrevista, 2017-04-27 (9:28).
  278. Transmisión en vivo, 2021-06-25 (1:15:37).
  279. corruption.jpg
  280. Transmisión en vivo, 2021-05-28 (1:50:50).
  281. 282.0 282.1 Transmisión en vivo, 2022-06-30 (1:14:52).
  282. 283.0 283.1 Transmisión en vivo, 2021-08-27 (1:22:56).
  283. 284.0 284.1 Transmisión en vivo, 2020-12-22 (1:13:51).
  284. Transmisión en vivo, 2017-05-15 (36:23).
  285. 286.0 286.1 286.2 Transmisión en vivo, 2022-02-25 (1:06:45).
  286. 287.0 287.1 Transmisión en vivo, 2022-04-29 (1:08:27).
  287. Transmisión en vivo, 2017-07-28 (50:22).
  288. 289.0 289.1 vaknar-gold.png
  289. Transmisión en vivo, 2022-01-28 (1:16:02).
  290. 291.0 291.1 Transmisión en vivo, 2017-05-05 (22:44).
  291. Transmisión en vivo, 2018-04-8 (AM) (12:34).
  292. steven-mount-pvp.png
  293. 294.0 294.1 294.2 Transmisión en vivo, 2022-01-28 (1:15:30).
  294. Transmisión en vivo, 2022-01-28 (1:11:40).
  295. 296.0 296.1 Transmisión en vivo, 2022-07-29 (1:01:02).
  296. 297.0 297.1 Transmisión en vivo, 2023-08-31 (2:21:08).
  297. 298.0 298.1 Transmisión en vivo, 2022-04-29 (1:11:24).
  298. 299.0 299.1 299.2 Entrevista, 2020-07-19 (1:05:41).
  299. Transmisión en vivo, 2017-05-10 (38:27).
  300. 301.0 301.1 Pódcast, 2021-09-29 (32:35).
  301. dragon abilities.png
  302. 303.0 303.1 303.2 Transmisión en vivo, 2018-04-8 (PM) (51:49).
  303. 304.0 304.1 Entrevista, 2022-01-14 (42:18).
  304. Entrevista, 2023-09-10 (1:05:52).
  305. 306.0 306.1 steven-combat-pets.png
  306. 307.0 307.1 307.2 Transmisión en vivo, 2020-10-30 (1:21:14).
  307. 308.0 308.1 Transmisión en vivo, 2019-06-28 (1:24:27).
  308. Transmisión en vivo, 2018-01-18 (33:09).
  309. Transmisión en vivo, 2023-02-24 (1:27:22).
  310. Transmisión en vivo, 2021-04-30 (1:10:04).
  311. 312.0 312.1 312.2 312.3 Transmisión en vivo, 2022-03-31 (1:10:43).
  312. 313.0 313.1 313.2 Transmisión en vivo, 2017-07-28 (47:53).
  313. Transmisión en vivo, 2022-04-29 (1:03:25).
  314. steven-ship-weapons.png
  315. 316.0 316.1 Transmisión en vivo, 2023-02-24 (1:23:34).
  316. 317.0 317.1 Transmisión en vivo, 2022-10-14 (58:46).
  317. steven-island-castle.png
  318. Transmisión en vivo, 2019-06-28 (1:12:08).
  319. Transmisión en vivo, 2022-05-27 (1:12:33).
  320. Transmisión en vivo, 2022-12-02 (1:21:51).
  321. Ashes of Creation Store: Tea transport.
  322. Transmisión en vivo, 2018-10-31 (54:21).
  323. 324.0 324.1 Transmisión en vivo, 2023-10-31 (1:30:52).
  324. 325.0 325.1 325.2 Transmisión en vivo, 2021-05-28 (1:52:15).
  325. 326.0 326.1 326.2 326.3 Transmisión en vivo, 2021-09-24 (1:26:46).
  326. Transmisión en vivo, 2023-01-27 (1:32:00).
  327. 328.0 328.1 328.2 Transmisión en vivo, 2023-10-31 (1:27:50).
  328. Transmisión en vivo, 2021-07-30 (1:14:04).
  329. steven-shops-on-ships.png
  330. 331.0 331.1 Transmisión en vivo, 2024-03-29 (2:33:50).
  331. Transmisión en vivo, 2017-05-26 (39:36).
  332. 333.0 333.1 333.2 333.3 333.4 Entrevista, 2020-07-18 (22:26).
  333. Transmisión en vivo, 2018-04-8 (PM) (11:27).
  334. 335.0 335.1 335.2 Transmisión en vivo, 2019-01-11 (41:20).
  335. Entrevista, 2018-10-20 (11:38).
  336. Transmisión en vivo, 2019-11-22 (59:37).
  337. 338.0 338.1 338.2 Entrevista, 2018-08-17 (8:16).
  338. 339.0 339.1 Transmisión en vivo, 2019-01-11 (58:40).
  339. Reddit Q&A, 2019-01-8.
  340. 341.0 341.1 Entrevista, 2018-08-08 (19:40).
  341. 342.0 342.1 Entrevista, 2018-08-17 (12:05).
  342. 343.0 343.1 Entrevista, 2018-12-06 (2:04).