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Stealth
There will be counter-stealth mechanics for sure. That's just a natural balancing act of stealth. But additionally with regards to you know secondary classes, one of those aspects is augments represent the secondary class and some of the- one of the most fundamental aspects of a rogue is stealth whether it be actual invisibility or the ability to sneak around in the shadows or something. So you can almost certainly count on the fact that should you go a secondary class of rogue that there will be the ability to influence your action items from your primary class with the stealth modifier.[1] – Steven Sharif
Stealth does not render a player completely invisible.[2]
- There will be indicators that can help players "feel out" where stealthed individuals may be.[3]
- There will also be utility skills that will reveal stealthed players, such as on the Ranger archetype.[4][5][6]
- Certain NPCs can also see through stealth.[4]
- Stealth augments from the Pícaro secondary archetype will incorporate stealth modifiers into a class' primary skills.[5]
Stealth is 100% an option in the game. It's not going to render yourself or the individual who uses the stealth completely obscured. You're still going to be able to identify- there's going to be utility skills that can reveal stealth from a PvP perspective. There's going to be perceptions that certain NPCs have that can see through stealth, like Tremor Sense or Life Sense. There are elements of mechanics that relate to stealth and how it is balanced in the game. It's not going to be similar to stealth that's been found in other games where the target is rendered completely invisible- they can make it past every enemy NPC or monster: they can use stealth at all times. These are elements that is a tit for tat. These are components of class-kits that are going to have corresponding counters as it relates to other classes as well.[4] – Steven Sharif
Movimiento del jugador
- 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.[9][10][11][12]
- 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..[13]
- Las habilidades con mayor poder pueden requerir que el lanzador permanezca inmóvil mientras las canaliza. Esta es una mecánica de riesgo contra recompensa.[13][14][15]
- 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.[13] – Steven Sharif
- Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[16][17]
- La habilidad de tumbarse no estará en el juego.[18][19]
- Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[20]
- La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[21]
- 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.[21] – 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.[22] – 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.[23] The root effect is nature based.[24] | |||
Blink | Instantly teleport a set distance in the direction you are moving.[25][26] | |||
Blitz | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[27] | |||
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.[28] | |||
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[29] | |||
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.[30] | |||
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.[31] | |||
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.[32] | |||
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[33] | |||
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.[34] | |||
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.[35] | |||
Speed Boost | Gives the caravan a temporary speed boost.[36] | |||
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.[37] | |||
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.[38][39] An ally is defined as any non-combatant player or non-mob NPC.[40] |
NPC perception
NPC perception is intended to have different sensory types, ranges, and angles.[42][43][44]
- We are talking about things like unique abilities played by characters that extend the perception radius, or sounds and different types of walking that are angular from the mob's perception perspective to be unique, different types of creatures that might be of three-dimensional in space, whether it is in water or birds in the sky that have a downward cone angle type perception as well. Those are things we want to do, but we haven't yet spent the time on the AI behaviors there.[43] – Steven Sharif
- Social aggro will vary based on NPC types and NPC factions.[42]
- Q: How far away from hostile targets will be before they act aggressively towards us? More specifically, will creatures watch us murder their friends in the open world with no reaction, will they try to kill us in retaliation, or will they run away in sheer terror?
- A: Obviously as MMO Gamers we're accustomed to the concept of social aggro. When I hit a target out in the field, they're going to aggro other creatures nearby. We have similar functionality. Obviously however we also have this concept of a more puzzle-oriented level design, where you have different patrollers that might be moving around the world. So that dynamic is always changing the creatures that are near each other might be something that you need to be cognizant of as you begin to navigate those areas. And there might even be certain faction types, where you may have dedicated aggro social tags between certain creature types; and that might be like goblins with their goblin dogs. They could be far away but they send off an alert to those nearby enemies when you aggro another target. And then you also have these perception radiuses; and there's a number of different perception radius types that we incorporate as part of our AI. Those things might be a forward-looking perception cone that represents sight-based perception; and then you might also have a rear perception radius that might represent kind of sound; and those perception types might even interact with unique stats. So, as a Rogue you might have a stealth ability, or as a Ranger you might have camouflage ability: Those are going to dampen those stats which are checked by those perception radiuses; and then you might even have different creature types that fly above the battlefield, or beneath the battlefield, and they may have downward cone type angles. The whole idea is that that navigating the world should be like a puzzle as you move throughout.[42] – Steven Sharif
- Habilidades such as Stealth and Camouflage can dampen NPC perception.[42]
- NPCs in certain encounters may be aware of their local environment and can seek cover behind obstacles, for example; but this will not be prevalent in general AI designs.[45]
Habilidades de utilidad
Una habilidad de utilidad es una habilidad no relacionada con el combate que interactúa con el entorno.[48][49][50]Las habilidades de utilidad se adaptan a la forma en que las clases interactúan y se enfrentan a los peligros del mundo..[51]
- Las clases tendrán diferentes habilidades de utilidad, como detectar trampas y otros peligros.[48][49][51] Por ejemplo: El hechizo de detección del mago lanza luz y revela peligros explosivos mágicos.[52]
- 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.[48] – Steven Sharif
- Todas las clases tendrán habilidades de utilidad de conducción y navegación.[58]
- 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.[49]
- Existen ciertos objetos en el mundo (como escaleras y toboganes) que ayudan a la movilidad del jugador..[59]
- 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.[60] – Steven Sharif
- Habrá una habilidad de utilidad u objeto de gancho.[61]
- Los pícaros puede que también tenga una habilidad de utilidad a modo de catalejo.[51]
Ver además
Referencias
- ↑ Transmisión en vivo, 2019-07-26 (1:08:16).
- ↑ Transmisión en vivo, 2022-01-28 (1:12:27).
- ↑ Transmisión en vivo, 2017-05-03 (49:39).
- ↑ 4.0 4.1 4.2 Transmisión en vivo, 2022-01-28 (1:11:40).
- ↑ 5.0 5.1 Transmisión en vivo, 2019-07-26 (1:08:16).
- ↑ Transmisión en vivo, 2018-02-09 (18:45).
- ↑ 7.0 7.1 Transmisión en vivo, 2021-02-26 (27:41).
- ↑ Vídeo, 2021-02-26 (6:17).
- ↑ 9.0 9.1 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).
- ↑ 13.0 13.1 13.2 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).
- ↑ Transmisión en vivo, 2021-12-23 (55:32).
- ↑ Vídeo, 2021-12-23 (23:53).
- ↑ 18.0 18.1 Transmisión en vivo, 2022-10-14 (48:45).
- ↑ 19.0 19.1
- ↑ Transmisión en vivo, 2020-06-26 (1:30:40).
- ↑ 21.0 21.1 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).
- ↑ Transmisión en vivo, 2021-03-26 (54:26).
- ↑ 42.0 42.1 42.2 42.3 42.4 Transmisión en vivo, 2024-02-29 (3:12).
- ↑ 43.0 43.1 43.2 Transmisión en vivo, 2023-11-30 (1:36:32).
- ↑ 44.0 44.1 Transmisión en vivo, 2018-06-04 (29:28).
- ↑ Transmisión en vivo, 2022-02-25 (1:03:32).
- ↑ Vídeo, 2017-05-09 (0:57).
- ↑ Transmisión en vivo, 2020-07-25 (42:49).
- ↑ 48.0 48.1 48.2 Transmisión en vivo, 2023-02-24 (1:13:19).
- ↑ 49.0 49.1 49.2 Transmisión en vivo, 2023-02-24 (6:51).
- ↑ Transmisión en vivo, 2017-06-30 (30:34).
- ↑ 51.0 51.1 51.2 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).