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Movimiento del jugador
- Esprintar consumirá un porcentaje de la reserva de maná del personaje. No se podrá esprintar en combate.[2]
- Se ha confirmado que una habilidad de correr/esprintar con tiempo de reutilización será parte de un kit de clase.[3]
- 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.[2] – Steven Sharif
- Existe la posibilidad de caminar o correr ("autorun").[4]
- No habrá ninguna mecánica de "ir a un punto" ("auto-pathing").[5]
- El desplazamiento hacia atrás y el avance en diagonal son más lentos que la velocidad de movimiento normal.[6]
- Los desarrolladores hicieron una demostración con Unreal Engine 5.[7][8]
Habilidades de utilidad
Una habilidad de utilidad es una habilidad no relacionada con el combate que interactúa con el entorno.[11][12][13]Las habilidades de utilidad se adaptan a la forma en que las clases interactúan y se enfrentan a los peligros del mundo..[14]
- Las clases tendrán diferentes habilidades de utilidad, como detectar trampas y otros peligros.[11][12][14] Por ejemplo: El hechizo de detección del mago lanza luz y revela peligros explosivos mágicos.[15]
- 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.[11] – Steven Sharif
- Todas las clases tendrán habilidades de utilidad de conducción y navegación.[21]
- Existen habilidades de utilidad que pueden ayudar a los jugadores a descubrir caminos y entradas ocultas y que pueden llevar a descubrir misiones ocultas mientras exploran.[12]
- Existen ciertos objetos en el mundo (como escaleras y toboganes) que ayudan a la movilidad del jugador..[22]
- 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.[23] – Steven Sharif
- Habrá una habilidad de utilidad u objeto de gancho.[24]
- Los pícaros puede que también tenga una habilidad de utilidad a modo de catalejo.[14]
Colisiones
En Ashes of Creation hay mecánicas de colisión tanto de jugadores como de hechizos.[25]
- 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.[26][25]
Movilidad
- El sistema de combate renovado incluye animaciones por partes del cuerpo, en las que la parte superior del personaje puede quedar bloqueada por las animaciones de ataque con armas, mientras que la parte inferior puede seguir moviéndose libremente.[29][30][31][32]
- La mayoría de las habilidades en Ashes of Creation se pueden lanzar mientras el personaje se mueve. Algunas habilidades pueden ralentizar al personaje durante el lanzamiento, pero sólo en contadas ocasiones el jugador quedará inmovilizado..[33]
- Las habilidades con mayor poder pueden requerir que el lanzador permanezca inmóvil mientras las canaliza. Esta es una mecánica de riesgo contra recompensa.[33][34][35]
- 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.[33] – Steven Sharif
- Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[7][36]
- La habilidad de tumbarse no estará en el juego.[37][38]
- Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[39]
- La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[40]
- 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.[40] – 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.[41] – Steven Sharif
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Air Strike | 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.[42] The root effect is nature based.[43] | |||
Blink | Instantly teleport a set distance in the direction you are moving.[44][45] | |||
Blitz | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[46] | |||
Call of the Wild | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[47] | |||
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[48] | |||
Exert | 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.[49] | |||
Form Of Celerity | 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.[50] | |||
Form Of Fluidity | 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.[51] | |||
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[52] | |||
Lunging Assault | 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.[53] | |||
Shield Assault | 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.[54] | |||
Speed Boost | Gives the caravan a temporary speed boost.[55] | |||
Whirlwind | 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.[56] | |||
Wings of Salvation | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[57][58] An ally is defined as any non-combatant player or non-mob NPC.[59] |
Esquivando
Los movimientos de evasión como esquivar y moverse, estarán presentes en el combate de Ashes of Creation combat.[61][62][63]
- Los desarrolladores están considerando incluir la esquiva en un subconjunto de habilidades universales que se apliquen a todas las clases.[64]
- Anteriormente, las habilidades de esquiva como rodar se incluían en los conjuntos de habilidades de acción de classes ágiles como el pícaro o el Guerrero.[60][65]
- Los desarrolladores probarán el uso de mecánicas de energía independientes para las habilidades universales en el Alpha-2.[66]
- La esquiva no empleará I-frames (invincibility frames), pero puede afectar a las estadísticas de precisión y mitigación cuando se utilice.[61]
- Anteriormente se afirmó que el combate híbrido podría contar con auténticas habilidades de evasión relacionadas con el combate orientado a la acción y también con I-frames que se aplicarían en el "tab target".[63]
- 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.[62] – Steven Sharif
Armor characteristics
Light, medium, and heavy armor weights have different characteristics.[69]
- Stat values will be predominately the same but may be able to be adjusted by crafters who are capable with that type of armor.[69]
- The stat values on armor can include both damage dealing and damage mitigation stats.[68]
- Certain armor types are going to have certain type of predominant stat values. So there's going to be certain waterfall stats and/or certain primary attributes that are available on certain armor types; and then if you want to have the one that's not more prominently available- those will be rare to get- you'll have to elicit the services of a crafter who's very capable within that particular type of armor in order to get the non-traditional stats and/or waterfalls available. So there's still the ability to get whatever on these but they're going to be more predetermined for certain types of stats and waterfalls.[69] – Steven Sharif
- Set bonuses are granted to wearers of exclusively one "type" of armor, for example: all cloth, or all plate.[69][69][70]
- There'll be certain types of set bonuses granted across specific full sets or partial sets of armor types. There will be a similar function in how damage is mitigated based on the type of armor you're wearing and how that relates to physical or magical incoming damage. So that's something to keep in mind. It's going to be situational what type of adversarial foe am I facing and what armor is the best against that to mitigate damage.[69] – Steven Sharif
- The "type" of armor (cloth, leather, plate) a character is predominantly wearing is visible in their nameplate.[69][71]
- There will be strengths and weaknesses for armor sets that opponents can exploit with gear enhancements, for example.[69]
- You're going to have certain strengths and weaknesses of armor sets and those can be specced into by your opponents. For example, I might place some type of elemental enhancements on my weapon that horizontally changes my outgoing damage and that's going to reflect based on the opponent on my target opponent and what type of armor they have available to them to counter that.[69] – Steven Sharif
- Itemization choice may potentially play into universal skill sets such as Dodge, Parry, and Bloqueo activo.[69]
- We're playing a little bit with the idea of these universal skill sets, such as dodge, parry, block, active blocking, stuff like that; and progression within those areas. There is something to be said I think for incorporating itemization choice as part of that system as well; and how it might affect that system. That's something that I think is going to be coming up in the pitch phase here shortly from design as we implement those universal skills. So you can look out in the future for more information on that.[69] – Steven Sharif
Inventory (weight)
Los límites del inventario personal[73][74] están viculados a una mochila.[75] Los materiales y objetos recolectables están sujetos a la cantidad de objetos en lugar de límite de peso.[76] Las caravanas y mulas sirven para ser el modo principal de transporte de mercancías más allá de estos límites.[77][78]
- Las mulas pueden transportar aproximadamente 10 veces más que las mochilas. Las caravanas pueden transportar aproximadamente 10 veces más que las mulas.[79]
- Las caravanas tendrán límite de capacidad de carga y estadísticas personalizables, como puntos defensivos, velocidad y número de guardias NPC contratados.[80]
- In my opinion, and this is of course subjective, but weight management is not a compelling mechanic for players to have to deal with in an MMO setting.[76] – Steven Sharif
La capacidad del inventario tiene límites de cantidad (stacking) basados en el tipo de artículo.[76][77] Por ejemplo: El límite de acumulación de pociones puede ser de cien. El límite de acumulación de objetos de comida puede ser de 999 o 1000.[77]
- El inventario de un jugador tiene secciones para diferentes tipos de objetos.[83] Los objetos de misión, por ejemplo, no llenarán la capacidad normal del inventario de un jugador.[81]
- La capacidad del inventario será relativamente limitada para los personajes nuevos.[81]
- Se podrá obtener capacidad adicional en el juego comprando mochilas de mayor calidad de los artesanos (crafters).[76]
- Los jugadores tendrán la posibilidad de buscar objetos que tengan almacenados en varias localizaciones (como el almacén personal y los almacenes de los nodos).[84]
- We want you to know where the things are; and then the meaningful aspect of that thing is traveling to those locations to access some of those things, particularly as it relates to materials and raw gatherables.[84] – Steven Sharif
- Inventario expansion and weight management training certificates are available in the Galería comercial at Ciudad stage economic nodes.[81][85]
Jumping
Eventualmente aparecerán puzles de salto en el mundo.[87]
- Los puzles de salto estuvieron presentes en las mazmorras mostradas durante la Alpha-1.[86]
- Los puzles de salto estuvieron presentes en la mazmorra Dünheim de la Alpha-0.[88]
Swimming
El contenido submarino será accesible, no farragoso.[91]
- Los personajes podrán utilizar sus habilidades mientras están bajo el agua.[89]
- La resistencia (stamina) no afecta a la habilidad de nadar, pero si lo hará la respiración.[92]
- Existen instrumentos de navegación que permiten a los barcos detectar movimientos bajo el agua, como las montura acuáticas.[93]
Se pueden obtener tesoros pescando y explorando el contenido naval.[94][95]
Public transportation
There are multiple types of public transportation services where players can go AFK and be driven somewhere.[96][97]
- Players can visit a node building and pay a fee to be driven via road to another node on their land mount of choice.[98]
- Airships between metropolises.[99] This was previously stated to be between scientific metropolises.[100][97][102]
- It is possible that some public transportation services could be player-driven.[96]
- One of the nodes has the idea of an airship that can go from node to node and I'm certain that we will have harbors that do similar things with other node types... It might be something that could be player-driven... We're sure to have a taxi system where you load up a couple people and you drive them somewhere while you AFK.[96] – Jeffrey Bard
Summoning mounts
Monturas are items that players carry then activate to summon the mount nearby.[104]
- Mounts are generally able to be summoned during combat in the open-world.[105]
A mount can be an initiation vehicle; it can be an escape vehicle; it can be utility vehicle; it can be traversal.[105] – Steven Sharif
- Cría de animales mounts are summoned via an item that is obtainable from a stable (husbandry stall).[106]
Mounts are going to be items that you will be able to carry on your character and activate to summon the mount in front of you or near you; where you can then ride the mount.[104] – Steven Sharif
Right now we don't have it where the mount is separate from the player per-se. You automatically mount the mount when you summon it in the in the alpha. But in the future you'll be able to summon it and you won't have to automatically mount it. It'll just be standing next to you. It'll follow you around and then you'll be able to mount it.[107] – Steven Sharif
Fast travel
Fast travel is limited in Ashes of Creation. None of these fast travel methods allow transportation of gatherables or materials.[99][109]
- There is very little teleportation in the world. Some of that does get unlocked through metropolises of a certain type. Additionally there are mounts that are faster travel and there are services that are fast travel between nodes.[5] – Steven Sharif
- Scientific metropolises offer teleportation within their vassal network, which can extend across seas, and also include islands.[99][110][5]
- Flight paths between coastal nodes or nodes within specific regions.[99][100][96][101]
- Airships between metropolises.[99] This was previously stated to be between scientific metropolises.[100][97][102]
- Family summoning.[111]
Faster travel in Ashes of Creation refers to the use of player ridden mounts and flying automated creatures that connect certain nodes.[101]
Faster travel
Faster travel in Ashes of Creation refers to the use of player ridden mounts and automated creatures that connect certain nodes.[98][112][100][101]
- Public transportation via system driven land mounts or flying mounts.[98][99][100][96][101]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics (outside of these mechanics).[5]
- There will be connection points between certain nodes via the use of like flying automated creatures that you can use.[101] – Steven Sharif
Duración estimada de los viajes
Tipo de viaje | Corriendo.[114] | En montura.[114] |
---|---|---|
De un extremo a otro de un nodo de Metropolis (fase 6) | 2.83 minutos | 1.67 minutos |
Desde el centro de un nodo hasta el centro de su nodo vecino | 5 minutos | 3.5 minutos |
De los puntos más septentrionales a los más meridionales de un continente | 75 minutos | 50 minutos |
Ver además
Referencias
- ↑ Vídeo, 2017-05-25 (0:02).
- ↑ 2.0 2.1 Transmisión en vivo, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ 5.0 5.1 5.2 5.3 Transmisión en vivo, 2018-05-04 (51:57).
- ↑ Transmisión en vivo, 2017-12-15 (1:35:38).
- ↑ 7.0 7.1 Transmisión en vivo, 2021-12-23 (55:32).
- ↑ Vídeo, 2021-12-23 (7:05).
- ↑ Vídeo, 2017-05-09 (0:57).
- ↑ Transmisión en vivo, 2020-07-25 (42:49).
- ↑ 11.0 11.1 11.2 Transmisión en vivo, 2023-02-24 (1:13:19).
- ↑ 12.0 12.1 12.2 Transmisión en vivo, 2023-02-24 (6:51).
- ↑ Transmisión en vivo, 2017-06-30 (30:34).
- ↑ 14.0 14.1 14.2 Transmisión en vivo, 2017-05-12 (33:10).
- ↑
- ↑ Transmisión en vivo, 2017-05-15 (15:10).
- ↑
- ↑ Transmisión en vivo, 2018-01-18 (34:56).
- ↑ Transmisión en vivo, 2019-06-28 (1:21:46).
- ↑
- ↑
- ↑ Transmisión en vivo, 2021-10-29 (1:07:11).
- ↑ Transmisión en vivo, 2017-05-24 (57:41).
- ↑ Transmisión en vivo, 2017-05-12 (18:00).
- ↑ 25.0 25.1
- ↑ Entrevista, 2020-03-27 (15:20).
- ↑ 27.0 27.1 Transmisión en vivo, 2021-02-26 (27:41).
- ↑ Vídeo, 2021-02-26 (6:17).
- ↑ 29.0 29.1 Transmisión en vivo, 2022-06-30 (46:30).
- ↑ Transmisión en vivo, 2021-07-30 (31:22).
- ↑ Entrevista, 2021-06-13 (4:12).
- ↑ Transmisión en vivo, 2021-05-28 (1:13:05).
- ↑ 33.0 33.1 33.2 Transmisión en vivo, 2022-12-02 (59:47).
- ↑ Transmisión en vivo, 2020-04-30 (1:17:13).
- ↑ Transmisión en vivo, 2017-05-08 (43:30).
- ↑ Vídeo, 2021-12-23 (23:53).
- ↑ 37.0 37.1 Transmisión en vivo, 2022-10-14 (48:45).
- ↑ 38.0 38.1
- ↑ Transmisión en vivo, 2020-06-26 (1:30:40).
- ↑ 40.0 40.1 Transmisión en vivo, 2022-06-30 (49:42).
- ↑ Transmisión en vivo, 2022-09-30 (51:28).
- ↑
- ↑ Vídeo, 2022-09-30 (15:28).
- ↑
- ↑ Vídeo, 2023-04-28 (4:40).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Vídeo, 2023-01-27 (5:07).
- ↑
- ↑
- ↑ Vídeo, 2023-07-28 (24:03).
- ↑
- ↑ Vídeo, 2023-07-28 (24:16).
- ↑ 60.0 60.1 60.2 Transmisión en vivo, 2020-08-28 (1:19:24).
- ↑ 61.0 61.1 Transmisión en vivo, 2023-01-27 (1:06:02).
- ↑ 62.0 62.1 Transmisión en vivo, 2022-06-30 (51:17).
- ↑ 63.0 63.1 Transmisión en vivo, 2020-01-30 (1:34:12).
- ↑ Transmisión en vivo, 2021-11-19 (50:38).
- ↑ Transmisión en vivo, 2020-06-26 (1:24:06).
- ↑ Transmisión en vivo, 2022-12-02 (1:05:08).
- ↑
- ↑ 68.0 68.1 Transmisión en vivo, 2022-03-31 (1:17:32).
- ↑ 69.00 69.01 69.02 69.03 69.04 69.05 69.06 69.07 69.08 69.09 69.10 69.11 69.12 Pódcast, 2021-09-29 (52:58).
- ↑ Entrevista, 2020-07-18 (1:02:08).
- ↑ Transmisión en vivo, 2020-07-25 (53:08).
- ↑ Vídeo, 2023-01-27 (9:43).
- ↑ Transmisión en vivo, 2017-05-15 (45:19).
- ↑ Transmisión en vivo, 2017-04-27 (6:11).
- ↑
- ↑ 76.0 76.1 76.2 76.3 Transmisión en vivo, 2023-02-24 (54:55).
- ↑ 77.0 77.1 77.2 Transmisión en vivo, 2020-05-29 (1:27:18).
- ↑
- ↑ Transmisión en vivo, 2017-07-18 (44:57).
- ↑ Transmisión en vivo, 2017-05-22 (40:41).
- ↑ 81.0 81.1 81.2 81.3 Transmisión en vivo, 2020-07-25 (1:14:13).
- ↑ Transmisión en vivo, 2022-02-25 (1:10:00).
- ↑ Transmisión en vivo, 2023-02-24 (22:57).
- ↑ 84.0 84.1 Transmisión en vivo, 2022-07-29 (1:17:33).
- ↑ Know Your Nodes: Economic Node Type.
- ↑ 86.0 86.1 Vídeo, 2020-05-31 (26:42).
- ↑ Transmisión en vivo, 2017-07-28 (39:49).
- ↑ Transmisión en vivo, 2018-02-09 (10:42).
- ↑ 89.0 89.1 Transmisión en vivo, 2020-07-31 (1:42:41).
- ↑ Transmisión en vivo, 2021-01-29 (1:00:57).
- ↑ Transmisión en vivo, 2017-05-19 (38:46).
- ↑ Transmisión en vivo, 2020-09-30 (55:39).
- ↑ Transmisión en vivo, 2022-10-14 (30:12).
- ↑ Pódcast, 2021-04-11 (36:43).
- ↑
- ↑ 96.0 96.1 96.2 96.3 96.4 96.5 Transmisión en vivo, 2018-06-04 (45:30).
- ↑ 97.0 97.1 97.2 Transmisión en vivo, 2017-11-17 (50:52).
- ↑ 98.0 98.1 98.2 98.3 Transmisión en vivo, 2022-10-14 (45:31).
- ↑ 99.0 99.1 99.2 99.3 99.4 99.5 99.6
- ↑ 100.0 100.1 100.2 100.3 100.4 100.5 Transmisión en vivo, 2020-08-28 (2:06:42).
- ↑ 101.0 101.1 101.2 101.3 101.4 101.5 Entrevista, 2018-08-17 (24:48).
- ↑ 102.0 102.1 Blog: Know Your Nodes - Scientific Node Type
- ↑ 103.0 103.1 Transmisión en vivo, 2020-04-30 (56:16).
- ↑ 104.0 104.1 Transmisión en vivo, 2018-04-8 (AM) (12:34).
- ↑ 105.0 105.1 105.2 Transmisión en vivo, 2021-04-30 (1:10:04).
- ↑ 106.0 106.1 Transmisión en vivo, 2017-11-17 (33:17).
- ↑ 107.0 107.1 107.2 Transmisión en vivo, 2021-04-30 (1:08:10).
- ↑ Entrevista, 2020-07-19 (1:05:50).
- ↑
- ↑ Node series part II – the Metropolis.
- ↑ Entrevista, 2020-07-19 (1:20:58).
- ↑ Transmisión en vivo, 2022-02-25 (1:14:21).
- ↑ Transmisión en vivo, 2022-08-26 (57:28).
- ↑ 114.0 114.1 Transmisión en vivo, 2022-08-26 (53:26).