Stealth

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box warning orange.pngThis article contains information from early testing phases. It will be updated as soon as new information is made available.

Pícaro ability:

Template:skills

Stealth does not render a player completely invisible.[1]

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.[3]Steven Sharif

Movimiento del jugador

Revamped Alpha-1 Mago Fireball ability.[6][7]

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.[6]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.[12]Steven Sharif
  • Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[15][16]
    • Agacharse puede o no estar en el juego.[17][18]
  • La habilidad de tumbarse no estará en el juego.[17][18]
  • Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[19]
  • La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[20]
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.[20]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.[21]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.[22] The root effect is nature based.[23]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[24][25]
Blitz Blitz.png Charge directly toward target enemy, dealing Physical damage to the target on arrival.[26]
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.[27]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[28]
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.[29]
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.[30]
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.[31]
Leap Strike Leap Strike.png Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[32]
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.[33]
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.[34]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[35]
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.[36]
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.[37][38] An ally is defined as any non-combatant player or non-mob NPC.[39]

NPC perception

NPC perception is intended to have different sensory types, ranges, and angles.[41][42][43]

  • NPCs will have varying fields of view. Some will have the ability to perceive sounds.[41][42][43]
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.[42]Steven Sharif
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.[41]Steven Sharif
  • 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.[44]

Habilidades de utilidad

Pre-alpha rogue climbing a Metropolis wall.[45]

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".[46]Steven Sharif

Una habilidad de utilidad es una habilidad no relacionada con el combate que interactúa con el entorno.[47][48][49]Las habilidades de utilidad se adaptan a la forma en que las clases interactúan y se enfrentan a los peligros del mundo..[50]

  • Las clases tendrán diferentes habilidades de utilidad, como detectar trampas y otros peligros.[47][48][50] Por ejemplo: El hechizo de detección del mago lanza luz y revela peligros explosivos mágicos.[51]
    • Ciertas clases son capaces de escalar/hacer parkour en ciertas áreas.[52][53] Esta no es una habilidad libre. Probablemente estará restringida a ciertas misiones, localizaciones y objetos.[54][55]
    • Ciertas clases (como los pícaros) tendrán habilidades de sigilo.[56]
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.[47]Steven Sharif
  • Todas las clases tendrán habilidades de utilidad de conducción y navegación.[57]
  • 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.[48]
  • Existen ciertos objetos en el mundo (como escaleras y toboganes) que ayudan a la movilidad del jugador..[58]
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.[59]Steven Sharif
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • Habrá una habilidad de utilidad u objeto de gancho.[60]
  • Los pícaros puede que también tenga una habilidad de utilidad a modo de catalejo.[50]

Ver además

Referencias

  1. Transmisión en vivo, 2022-01-28 (1:12:27).
  2. Transmisión en vivo, 2017-05-03 (49:39).
  3. 3.0 3.1 3.2 Transmisión en vivo, 2022-01-28 (1:11:40).
  4. 4.0 4.1 Transmisión en vivo, 2019-07-26 (1:08:16).
  5. Transmisión en vivo, 2018-02-09 (18:45).
  6. 6.0 6.1 Transmisión en vivo, 2021-02-26 (27:41).
  7. Vídeo, 2021-02-26 (6:17).
  8. 8.0 8.1 Transmisión en vivo, 2022-06-30 (46:30).
  9. Transmisión en vivo, 2021-07-30 (31:22).
  10. Entrevista, 2021-06-13 (4:12).
  11. Transmisión en vivo, 2021-05-28 (1:13:05).
  12. 12.0 12.1 12.2 Transmisión en vivo, 2022-12-02 (59:47).
  13. Transmisión en vivo, 2020-04-30 (1:17:13).
  14. Transmisión en vivo, 2017-05-08 (43:30).
  15. Transmisión en vivo, 2021-12-23 (55:32).
  16. Vídeo, 2021-12-23 (23:53).
  17. 17.0 17.1 Transmisión en vivo, 2022-10-14 (48:45).
  18. 18.0 18.1 stevenclarification.png
  19. Transmisión en vivo, 2020-06-26 (1:30:40).
  20. 20.0 20.1 Transmisión en vivo, 2022-06-30 (49:42).
  21. Transmisión en vivo, 2022-09-30 (51:28).
  22. Air Strike New Description.png
  23. Vídeo, 2022-09-30 (15:28).
  24. Vídeo, 2023-04-28 (4:40).
  25. Blitz Description.png
  26. Call of the Wild Description.png
  27. Trail Speed Bonus Description.png
  28. Exert Description.png
  29. Form of Celerity Description.png
  30. Form of Fluidity Skill Tree Description.png
  31. Leap Strike Description.png
  32. Lunging Assault Description.png
  33. Vídeo, 2023-01-27 (5:07).
  34. Speed Boost Description New.png
  35. Whirlwind Description.png
  36. Vídeo, 2023-07-28 (24:03).
  37. Wings of Salvation Info Panel.png
  38. Vídeo, 2023-07-28 (24:16).
  39. Transmisión en vivo, 2021-03-26 (54:26).
  40. 41.0 41.1 41.2 41.3 41.4 Transmisión en vivo, 2024-02-29 (3:12).
  41. 42.0 42.1 42.2 Transmisión en vivo, 2023-11-30 (1:36:32).
  42. 43.0 43.1 Transmisión en vivo, 2018-06-04 (29:28).
  43. Transmisión en vivo, 2022-02-25 (1:03:32).
  44. Vídeo, 2017-05-09 (0:57).
  45. Transmisión en vivo, 2020-07-25 (42:49).
  46. 47.0 47.1 47.2 Transmisión en vivo, 2023-02-24 (1:13:19).
  47. 48.0 48.1 48.2 Transmisión en vivo, 2023-02-24 (6:51).
  48. Transmisión en vivo, 2017-06-30 (30:34).
  49. 50.0 50.1 50.2 Transmisión en vivo, 2017-05-12 (33:10).
  50. class utilities.png
  51. Transmisión en vivo, 2017-05-15 (15:10).
  52. utility skills.jpg
  53. Transmisión en vivo, 2018-01-18 (34:56).
  54. Transmisión en vivo, 2019-06-28 (1:21:46).
  55. class stealth.png
  56. class mobility.png
  57. Transmisión en vivo, 2021-10-29 (1:07:11).
  58. Transmisión en vivo, 2017-05-24 (57:41).
  59. Transmisión en vivo, 2017-05-12 (18:00).