Ataques básicos

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Los ataques básicos para el arma equipada se activan pulsando Q o haciendo clic con el botón izquierdo del ratón (el jugador puede cambiar asignación de teclas).[2][3][4]

  • Los jugadores pueden seleccionar qué arma quieren emplear como arma principal para los ataques básicos.[2][3][5]
  • Diferentes tipos de armas tienen diferentes ataques básicos.[6][7]
  • Las armas con ataques de proyectiles son capaces de "disparar a ciegas" sin tener un objetivo seleccionado.[8]
    • Si el jugador está en el modo de action combat y su retícula está sobre un objetivo, podrá realizar un soft lock en ese objetivo, haciendo que los proyectiles se dirijan a los objetivos que estén dentro del rango/ángulo correcto.[8]
When you have your weapon and you utilize a basic attack, you can blind fire that weapon, if it has a projectile associated with it, without having to have a target. In addition, if your reticle in action camera mode is over a target, you will have a soft target lock and projectiles will home to that target if within the right angle of direction.[8]Steven Sharif
Ataques básico Icono Habilidad Base
Greatsword basic attack Greatsword Auto Attack Icon.png -
Longbow basic attack Bow basic attack.png A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[11][6][7]
Shortbow basic attack Copper Shortbow Icon.png A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[6][7]

Sistema de combos de las armas

En Ashes of Creation se emplea un sistema de combos de armas (también llamado Combo system[13], y habilidades de uso de armas[14]) en lugar de la habilidad clásica de auto-ataque .[15][13][16]

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.[4]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.[4]Steven Sharif
  • Dependiendo de la habilidad de clase elegida, estos efectos tendrán efectos combinados con el montaje de combate.[4]
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.[4]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.[4]
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.[4]Steven Sharif
  • Usar una habilidad que no sea un ataque básico reiniciará el combo por norma general.[9]
    • Los desarrolladores están considerando la posibilidad de usar habilidades específicas sin reiniciar el sistema de combo.[9]

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.[13]Steven Sharif

Habilidades de arma

Basic weapon attack livestream teaser.[18]

Part of the plan with each of these weapons is they'll each have a unique skill tree associated with them to differentiate them, not only in terms of feel, but also in terms of mechanics. And an important thing that we really want to capture in Ashes is the important ability basically so the player can build their character how they want; and that extends beyond just their classkits. So for example, if I'm the ranger I can spec into my shortbow or I can spec into my longbow; and those will be two very different builds for example made specialized or have have a part of its tree that specializes and bleeds that might synergize with specific ranger abilities that the longbow might not necessarily synergize with. Their weapon choice will play into what abilities the archetype is specializing in.[19]Tradd Thompson

Las habilidades de arma otorgan habilidades pasivas y efectos de probabilidad (procs) así como otros efectos de estado en lugar de habilidades que se puedan usar en la barra de acción de un jugador.[20] Cuantos más puntos de habilidad se asignen al árbol del arma, mayor será la afinidad del jugador con ese arma. Esto influye directamente en aspectos como la cantidad de ataques, su velocidad así como el aumento de "procs" al realizar ataques básicos con ese arma. Estos "procs" pueden ofrecer cierta sinergia con las habilidades activas del jugador.[21][22][15][19][4][23][24][25][13][26][27] Esta sinergia también se aplica a las habilidades activas de otros personajes.[28]

Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[21]Steven Sharif
Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[25]Steven Sharif
Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[24]Steven Sharif

Weapon skill trees

Weapon skill trees unlock passive skills, proc effects, and status conditions based on a player's experience with each weapon type.[29][30][31][20][21][22][15][19][4][23][24][25][13][26][27] These do not unlock skills that are usable on a player's action bar.[20]

Hybrid combat

Ranger hybrid combat in Alpha-2.[32]

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.[33]Steven Sharif

El combate híbrido hace referencia a la elección entre el combate "tab target" y el "action combat" en Ashes of Creation.[34][35][36][37]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.[38][39][40][41]

  • La cámara en el action combat está vinculada a la retícula del jugador.[42][43]
    • Es probable que haya una tecla de acceso rápido que, al mantenerla pulsada, permita mover libremente la cámara en el modo de acción.[43]
    • En el futuro, el usuario podrá elegir entre diferentes apariencias de retícula.[44]
  • Las habilidades tab target requieren un objetivo bien con fijado suave o duro.[42]
    • 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.[42]
    • 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.[2][42]
  • 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.[45][46][42]

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.[47]Steven Sharif

Las versiones de las habilidades orientadas al action combat y al tab target tendrán características diferentes.[33][38][48][49][50]

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.[49]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..[51]
  • Diferentes rangos de la misma habilidad pueden cambiar la habilidad de tab target a action combat o viceversa.[52]
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.[49]
  • En pos del equilibrio, ciertos tipos de habilidades estarán orientadas al tab target o al action combat.[53]
    • Los CCs duros pueden ser configurados dentro de las habilidades orientadas al action combat ya que son ataques más complicados de acertar.[53][49]
    • Los CCs suaves se configurarán dentro del sistema de tab target.[53]
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.[50]Steven Sharif

Ver además

Referencias

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  2. 2.0 2.1 2.2 Transmisión en vivo, 2022-09-30 (49:16).
  3. 3.0 3.1 Pódcast, 2021-09-29 (40:50).
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 Pódcast, 2021-09-29 (47:57).
  5. Entrevista, 2018-05-11 (16:32).
  6. 6.0 6.1 6.2 Vídeo, 2022-09-30 (19:32).
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  8. 8.0 8.1 8.2 Transmisión en vivo, 2023-04-28 (55:55).
  9. 9.0 9.1 9.2 9.3 9.4 Transmisión en vivo, 2020-02-28 (1:10:21).
  10. Transmisión en vivo, 2022-09-30 (46:17).
  11. Transmisión en vivo, 2022-09-30 (26:42).
  12. Twitter - Take a look at our new basic weapon attack combos!
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 Transmisión en vivo, 2020-01-30 (1:28:40).
  14. Transmisión en vivo, 2018-01-18 (22:46).
  15. 15.0 15.1 15.2 15.3 Transmisión en vivo, 2022-09-30 (43:45).
  16. steven-auto-attack-definition.png
  17. Transmisión en vivo, 2021-09-24 (1:19:17).
  18. Twitter - What’s your go-to weapon?
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  29. Transmisión en vivo, 2024-01-31 (5:00).
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  34. steven-hybrid.png
  35. Transmisión en vivo, 2021-08-27 (1:16:04).
  36. Transmisión en vivo, 2021-06-25 (22:34).
  37. Transmisión en vivo, 2017-11-16 (30:45).
  38. 38.0 38.1 Transmisión en vivo, 2021-06-25 (27:43).
  39. steven-combat-revamp-update-2.png
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  42. 42.0 42.1 42.2 42.3 42.4 Vídeo, 2022-09-30 (17:00).
  43. 43.0 43.1 Transmisión en vivo, 2021-03-26 (59:21).
  44. Transmisión en vivo, 2021-06-25 (26:11).
  45. Transmisión en vivo, 2022-09-30 (52:33).
  46. Transmisión en vivo, 2022-09-30 (48:10).
  47. Transmisión en vivo, 2022-09-30 (54:35).
  48. Newsletter, 2018-08-7
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  52. Transmisión en vivo, 2020-08-28 (1:12:50).
  53. 53.0 53.1 53.2 53.3 53.4 53.5 Pódcast, 2018-08-04 (1:11:05).
  54. steven-action-tab-attack-range.png