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Gear progression
Las armas tienen su propio progreso.[3][4]
- Cada tipo de arma tiene su propio árbol de habilidades que ofrece habilidades pasivas y procs así como efectos de estado.[5][6][7][8][9][10][11][12][3][13][14]
- El sistema combinado de las armas determinan los efectos especiales que se activan en función de la progresión del arma.[3][14]
- Procs de efectos secundarios basados en los tipos de encantamientos.[14]
- Se pueden aplicar mejoras de equipos (piedras de poder) para añadir daño de tipo elemental o de energía.[14]
- Las armas duales tendrán su propia progresión según el tipo de arma.[15]
- El "dominio" de las armas (basado en el uso continuado de la misma) no es una característica planificada.[13]
- Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
- A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[13] – Sarah Flanagan
Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[14] – Steven Sharif
Combat skills
En Ashes of Creation se emplea un sistema de combos de armas (también llamado Combo system[3], y habilidades de uso de armas[17]) en lugar de la habilidad clásica de auto-ataque .[7][3][18]
- El sistema de combos consiste en una secuencia de animaciones de combate basadas en el tipo de arma, denominada montaje de animación de combate.[9]
- Los combos se activan realizando ataques básicos con armas (por defecto Q o clic con el botón izquierdo del ratón).[19]
- 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.[9] – Steven Sharif
- Este sistema se integra en gran medida con los árboles de habilidades de las armas, previstos para la Alpha-2 y posteriores.[20]
- 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.[9] – Steven Sharif
- Dependiendo de la habilidad de clase elegida, estos efectos tendrán efectos combinados con el montaje de combate.[9]
- 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.[9] – Steven Sharif
- La progresión de armas, como las bonificaciones de set, pueden cambiar el nivel en el que se producen los efectos de proc y, por tanto, permitir diferentes rotaciones de combo.[9]
- 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.[9]
- 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.[9] – Steven Sharif
- Usar una habilidad que no sea un ataque básico reiniciará el combo por norma general.[19]
- Los desarrolladores están considerando la posibilidad de usar habilidades específicas sin reiniciar el sistema de combo.[19]
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.[3] – Steven Sharif
Gear enhancement
Las mejoras de equipo (piedras o runas de poder) se pueden aplicar a armas para añadir elementos o tipos de daño.[14][21]
- Las mejoras de equipo no aumentan el requisito de nivel del objeto .[22]
We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that thing.[21] – Jeffrey Bard
- La progresión en varios sistemas Pvp desbloqueará piedras de mejora que otorgan al equipo beneficios temporales centrados en PvP (mediante un sistema de engarce).[23] El rendimito se mide en temporadas PvP de 6 meses.[24]
It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[23] – Steven Sharif
Enchanting
Enchanting is not an artisan profession in its own right. Escribas create scrolls that can be utilized by different professions to create enchantments relating to that profession.[25][26]
- Enchantment scrolls can be sold on the open market.[27][25][28]
- Enchanting does not increase an item's level requirement.[22]
- You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[22] – 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.[2]
Meta
La eficacia de las clases, habilidades y equipo dependerá del adversario o del reto. Habrá builds óptimas para diferentes retos y grados de dificultad. Este diseño pretende evitar que hay un meta evidente o que haya muchas builds cortadas por el mismo patrón en Ashes of Creation.[29]
- Los diferentes desafíos se presentan a los jugadores de forma dinámica en función de la progresión y destrucción del nodo. Las situaciones que se basan en un diseño tipo piedra-papel-tijera motivarán a una búsqueda de equipo horizontal. Estos desafíos dinámicos cambiarán de un mes a otro, provocando un cambio en la demanda de la economia a medida que el nuevo contenido requiera diferentes builds.[29]
- Los niveles de dificultad crecientes inspiran una progresión de poder vertical más tradicional, común en otros MMO.[29]
Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[29] – Steven Sharif
Ver además
Referencias
- ↑ Transmisión en vivo, 2021-04-30 (53:08).
- ↑ 2.0 2.1 Entrevista, 2018-10-20 (2:53:52).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Transmisión en vivo, 2020-01-30 (1:28:40).
- ↑ Transmisión en vivo, 2018-05-04 (45:37).
- ↑ Transmisión en vivo, 2022-06-30 (1:12:38).
- ↑ Transmisión en vivo, 2022-09-30 (53:15).
- ↑ 7.0 7.1 Transmisión en vivo, 2022-09-30 (43:45).
- ↑ Vídeo, 2022-09-30 (24:49).
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 Pódcast, 2021-09-29 (47:57).
- ↑ Entrevista, 2021-02-07 (49:18).
- ↑ Entrevista, 2020-07-19 (53:59).
- ↑ Entrevista, 2020-07-18 (1:07:51).
- ↑ 13.0 13.1 13.2 February 8, 2019 - Questions and Answers.
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 Transmisión en vivo, 2018-06-04 (1:11:19).
- ↑ Transmisión en vivo, 2021-06-25 (1:29:39).
- ↑ Twitter - Take a look at our new basic weapon attack combos!
- ↑ Transmisión en vivo, 2018-01-18 (22:46).
- ↑
- ↑ 19.0 19.1 19.2 Transmisión en vivo, 2020-02-28 (1:10:21).
- ↑ Transmisión en vivo, 2021-09-24 (1:19:17).
- ↑ 21.0 21.1 Transmisión en vivo, 2018-06-04 (21:37).
- ↑ 22.0 22.1 22.2 Transmisión en vivo, 2021-03-26 (1:15:57).
- ↑ 23.0 23.1 23.2 23.3 23.4 Entrevista, 2020-07-18 (14:22).
- ↑ Entrevista, 2020-07-18 (16:34).
- ↑ 25.0 25.1 Transmisión en vivo, 2022-05-27 (1:20:00).
- ↑ Transmisión en vivo, 2017-05-26 (51:37).
- ↑ Transmisión en vivo, 2023-11-30 (1:38:47).
- ↑ Transmisión en vivo, 2017-05-17 (58:55).
- ↑ 29.0 29.1 29.2 29.3 Pódcast, 2021-04-11 (54:35).