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Alpha-2 solo PvE ranger combat.[2]

Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[3]Steven Sharif

El combate en Ashes of Creation se centra en la estrategia y la táctica.[4]

  • El combate es el sistema con el que más se interactúa en el juego. Es necesario que se sienta cómodo, móvil y fluído. Necesita dar una sensación desatisfacción.[3]
We are taking our time when it comes to the quality of this game; and what that means is the additional bells and whistles: the more polished look of animations and visual effects; and as we expand on this idea of combat with class rotations, all this stuff is going to get is going to come together into a very tactile, kinetic style of combat and that's our goal.[5]Steven Sharif
  • El combate está basado en animaciones para garantizar que sea impactante y entusiasme.[6]
    • Los efectos visuales y de sonido son una parte importante a la hora de sentir la inmersión en el combate.[7][8]
    • Los efectos de cámara como el movimiento de la pantalla y el desenfoque radial, se emplean para "garantirzar esta inmersión sin que quede exagerado".[9]
We're building a singular tool that all of the teams can use to build abilities and tweak their sound effects, visual effects, animation design, engineering: All using the same tool grounded in animation to build these abilities.[8]Keenan Reimer

Se implementará un sistema de combate mejorado durante y después de las pruebas de la Alpha-1.[10][11]

Renovación del combate

Alpha-1 split-body melee weapon combat sneak peek.[15]

I can move while swinging on this guy. I can back up then continue to attack him. Just have complete control over my character while attacking.[15]Steven Sharif

Durante y después de las pruebas del Alfa-1 se lanzará un sistema de combate renovado en función de los comentarios de los jugadores.[16][10][11]

El sistema de combate renovado incluirá animaciones de cuerpo dividido, donde la parte superior del cuerpo del personaje puede ser bloqueada por animaciones de ataques con armas, mientras que la parte inferior del cuerpo puede seguir moviéndose libremente..[15][20][12]

You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[15]Steven Sharif

El combate en la Alfa-1 se centró en la funcionalidad básica más que en el equilibrio.[12] El combate en la Alfa-2 incluirá arquetipos, un número importante de habilidades de soporte, aumentos, combate de cuerpo dividido, ataques con armas, y muchos elementos adicionales, entre otras cosas.[13]

  • Los cambios que permiten que las habilidades de plantilla se apliquen a posiciones tridimensionales en el aire o en el agua serán prototipados y podrían incluirse en la Alfa-2.[21]

Apuntando en el combate

Ranger hybrid combat in Alpha-2.[22]

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 you know 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.[23]Steven Sharif

El combate híbrido hace referencia a la elección entre el combate "tab target" y el "action combat" en Ashes of Creation.[24][25][26][27]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.[28][17][29][30]

  • La cámara en el action combat está vinculada a la retícula del jugador.[31][32]
    • Es probable que haya una tecla de acceso rápido que, al mantenerla pulsada, permita mover libremente la cámara en el modo de acción.[32]
    • En el futuro, el usuario podrá elegir entre diferentes apariencias de retícula.[33]
  • Las habilidades tab target requieren un objetivo bien con fijado suave o duro.[31]
    • 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.[31]
    • 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.[34][31]
  • 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.[35][36][31]

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.[37]Steven Sharif

Las versiones de las habilidades orientadas al action combat y al tab target tendrán características diferentes.[23][28][38][39][40]

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.[39]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..[41]
  • Diferentes rangos de la misma habilidad pueden cambiar la habilidad de tab target a action combat o viceversa.[42]
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.[39]
  • En pos del equilibrio, ciertos tipos de habilidades estarán orientadas al tab target o al action combat.[43]
    • Los CCs duros pueden ser configurados dentro de las habilidades orientadas al action combat ya que son ataques más complicados de acertar.[43][39]
    • Los CCs suaves se configurarán dentro del sistema de tab target.[43]
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.[40]Steven Sharif

Alpha-1 combat

Alpha-1 early hybrid combat demo.[29]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press Q you can lock on to that target. You can also hold Tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[26]Steven Sharif

Hybrid combat was tested in Alpha-1.[26][38]

  • A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[28][17][29][30]
  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[26][29][30][45]
    • The player does not have to be in reticle mode to use an action combat ability.[46]
    If you use an action combat ability that's going to be directional focused, you do not have to be in reticle mode to use that. It will fire where that reticle would be. So if you play by feel and you're in tab target camera mode, you can still utilize your action-oriented skills and abilities.[46]Steven Sharif
    • The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[26][29]
    • Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[28][26]
    Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on you know your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[28]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[26]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[29]
  • The tab mode (MMO mode) facilitates tab targeted combat.[29][30] A tab-targeted ability requires a target in order to utilize that skill.[28][45]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[29]
    • There will be a "target of target" capability on the user interface.[47]

Cajas de impacto (Hitboxes)

Los desarrolladores están probando diferentes enfoques para dar cabida a diferentes hitboxes entre las razas.[48]

  • Puede que haya una única hitbox común con algunas excepciones o reglas de colisión especiales, en lugar de tener hitboxes de diferentes tamaños.[48]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to kind of just making it smaller for one and not the other.[48]Jeffrey Bard

En el MMORPG Ashes of Creation no hay categorías separadas de hitbox como en Ashes of Creation Apocalypse.[48]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[48]Steven Sharif

Ataques dirigidos

Habrá ataques dirigidos (ataques por la espalda, flanqueos, frontales) que hagan daño adicionalen función de la posición del ataque.[49]

Cleaving

Cono de ataque in Alpha-1.[29]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[29]Steven Sharif

Todas las armas tienen un cono delantero de ataque, independientemente de que estén en tab target o action combat.[29]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[29]Steven Sharif

Se describe como un ataque de arma, no como una habilidad activa.[29]

Tiempo para matar

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.

Ashes of Creation tendrá un "tiempo para matar" (TTK) de unos 30 segundos.[51]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[53]Steven Sharif

Mecánicas de headshot

No hay mecánicas de headshot en Ashes of Creation.[48][54][55]

Gear inspection/ Threat assessment

You decide to gank the player, but find out that you have been ambushed![59]

Los jugadores tendrán un indicador en su placa de nombre que indicará el equipo que llevan. Los demás jugadores podrán ver este indicador si apuntan al jugador a distancia.[60][61][62]

You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[63]Steven Sharif
  • El borde indicará el nivel y la calidad del set.[60][61][64]
    • También indica si el equipo está encantado, junto con los efectos visuales asociados a los objetos encantados.[61][65][64]
  • Los desarrolladores creen que inspeccionar el equipo para obtener una lista exacta de equipo o la puntuación del mismo puede dar lugar a "comportamientos no deseados".[66]
When you see a player approaching you and they're wearing a transmog you know you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint what they're going up against if they're actively checking that, and that will be available.[62]Steven Sharif

Placa de personaje

Work-in-progress nameplates in Alpha-2.[67]

Nameplates really actually require a big refactor on our end that we haven't done yet. However, that is something that tech art and engineering, as well as our UX/UI team are going to be doing over the course of probably the next month to month and a half. It's a big refactor both from performance reasons- how we're going to be able to occlude those nameplates within world obstacles and line-of-sight as well as prioritizing and clamping their sizes and distances that need a bit of a refactor; and of course their visual appearance. So that's work that's still outstanding.[68]Steven Sharif

La placa del nombre del personaje se muestra sobre su cabeza.[69]

  • Puede ser el nombre, y de forma opcional el apellido.[69]
    • El nombre de la guild del personaje se muestra al lado del nombre del mismo.[70]
    • La placa del nombre del personaje se irá deteriorando para indicar cuanto daño ha recibido.[71][72][73]
    • La clase se identificará mediante un icono.[60]
    • Al pasar el ratón sobre la placa del nombre del personaje se mostrará información como el nivel, su clase el combo de arquetipo.[60]
    • Un icono de "buff" indica el grado y equipo del personaje.[60][61][62]
  • El tamaño y la prioridad de las placas de nombre dependerán de su distancia (de la cámara).[68]
  • La visibilidad de placa del personaje se podrá esconder por objetos del juego, como los árboles; con habilidades de utilidad, como camuflaje o sigilo; o mediante el uso de disfraces.[74][75]
  • Las configuraciones de la UI permitirán esconder las placas de nombre, cambiar el tamaño y personalizarla.[76]
  • El tipo de criatura invocada por el invocador aparece en la placa encima de la invocación. El jugador no puede cambiarlo. [77]
  • Las placas con los nombres de los enemigos tendrán indicadores que identifiquen las resistencias, buffs, y rango de elite.[78]
    • Se puede utilizar un indicador en forma de estrella para indicar la ubicación de los puntos de golpe.[78]

Movilidad

Revamped Alpha-1 Mago Fireball ability.[18][11]

The general approach that we're kind of 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 kind of the general design philosophy we're using to approach the overhaul.[18]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.[80]Steven Sharif
  • Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[83][84]
    • Agacharse puede o no estar en el juego.[74][85]
  • La habilidad de tumbarse no estará en el juego.[74][85]
  • Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[86]
  • La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[87]
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.[87]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.[88]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
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[89][90][91][92] Now deals damage to enemies surrounding your departure location.[93][92] Reduced cooldown.[89][93][92]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[94] - -

Weapon weights

Weapon weight refers to how the mass of a weapon affects its performance during combat.[79]

There is a balance between player motion and agency as we call it and weapon weightedness- that almost locked-in-place rooted position- the heavier the weapon is, the more restrictions you want to place on that player agency to showcase the rooted effect: That weight- that heavyweight kind of aspect; and so what we've done by presenting you guys with both the dual daggers and the two-handed weapon is we've kind of shown the range between that complete player agency: a player agency in the light weapon attacks that's the dual daggers, and the maximum range of of rootedness or weightedness that's present on the two-handed weapon; and that's the spectrum in which our basic melee combat will exist within. So if there are medium weapon groups that exist in-between there, it's going to be somewhere in between that spectrum.[5]Steven Sharif

Movimiento del jugador

  • Esprintar consumirá un porcentaje de la reserva de maná del personaje. No se podrá esprintar en combate.[97]
    • Se ha confirmado que una habilidad de correr/esprintar con tiempo de reutilización será parte de un kit de clase.[98]
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.[97]Steven Sharif
  • Existe la posibilidad de caminar o correr ("autorun").[99]
  • No habrá ninguna mecánica de "ir a un punto" ("auto-pathing").[100]
  • El desplazamiento hacia atrás y el avance en diagonal son más lentos que la velocidad de movimiento normal.[101]

Colisiones

En Ashes of Creation hay mecánicas de colisión tanto de jugadores como de hechizos.[103]

  • 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.[104][103]

Esquivando

Esquivando in Alpha-1 early combat.[3]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[3]Steven Sharif

Los movimientos de evasión como esquivar y moverse, estarán presentes en el combate de Ashes of Creation combat.[105][106][107]

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.[106]Steven Sharif

Bloqueo activo

Tanque active blocking with a Shield in Alpha-2.[111]

The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[112]Tradd Thompson

El bloqueo activo es una habilidad universal que pueden utilizar todas las clases.[105][114][112][108]

Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[114]Steven Sharif
Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[116]Steven Sharif
  • Anteriormente, los desarrolladores no habían completado los detalles de los sistemas de bloqueo activo y se decantaban por una mitigación del daño universal más tradicional orientada a los buff para el MMO, además de considerar la interacción entre el bloqueo basado en acciones y una estadística de bloqueo pasivo.[117][118]

Animations

Alpha-2 work-in-progress combat animations and decals.[120]

The intensity of those weapon trailings; how they scale based on the type of weapon, the level of weapon, that you have; but not just the trailing on the weapon per-se but also the ground decals. Like for this heavy weapon, that first strike you see that decal in the ground is- I love that look- and even on the backswing when I hit the ground behind me, it's causing that decal.[120]Steven Sharif

We really wanted to build the combat system to- like i said earlier- be as physical as possible. So we have it very animation driven. Everything is handled based on a reference of animation as opposed to nebulous timings, which allows it to feel very impactful and very responsive.[6]Keenan Reimer
We're not going to be having I think unique combat animations. However we will have unique non-combat animations, such as your idle, your walk, your run cycle: things that the combat attacks do not have to blend back into.[121]Steven Sharif

Habilidades de combate

La idea para el combate es que las habilidades tengan su correspondiente contrapartida.[123]

  • El objetivo es que haya animaciones especiales para parar, bloquear y esquivar..[124]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that kind of stuff to show up.[124]Jeffrey Bard

Ataques básicos

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).[125]

Control de masas (CC)

Las habilidades de control de masas (CC/mezzing) incluyen enraizar, atrapar, aturdir, dormir y ralentizar.[132][123]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[123]Steven Sharif

  • Estos ataques no serán como las habilidades tab-target. Esto es así para evitar combos desequilibrados con habilidades de apuntado (action combat).[39]

We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play kind of feel.[123]Jeffrey Bard

  • Los CCs suaves están incluídos en los hablidades tab-target.[136]
  • Los efectos de CC no se aplican a los jugadores no combatientes(verdes). El objetivo de una habilidad de CC debe estar marcado (flagged) para sufrir los efectos de CC. Esto impide, por ejemplo, que los jugadores que inicien el combate PVP con ataques que aturden a jugadores no combatienes durante un pull.[137]
  • Algunas habilidades de CC pueden desmontar un jugador que vaya en una montura. En estos casos la montura permanecerá con su propia reserva de salud y otras estadísticas.[138]
    • Durante la Alpha-1 las monturas no se separaban del jugador.[138]

There's also going to be effects that just stun the mount or stun you on the mount.[138]Steven Sharif

info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.

- None -

Interrupciones

Las habilidades con una barra de casteo pueden ser interrumpidas durante el casteo.[82]

  • Hay habilidades para contrarrestar las interrupciones.
  • Algunas interrupciones son mejores que otras.
info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Bulwark Bulwark Icon.jpg Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[140][90][141][142] Additional increased block chance.[140][142] The second attack knocks down enemies.[140][142]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[94] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[143][90][144] Increased damage.[143][145] Now knocks down hit targets.[143][145]

Aggro abilities

La Amenaza (Aggro/Hate) se genera en función del daño infligido, la curación realizada, y los modificadores de ciertas habilidades.[146][147]

If we think about PVP settings and the role of taunt or hate, a lot of times for tanks in the MMOs that I've played- where you have a PvE and PvP scenario- those types of hate generation abilities don't really have cross application into the PVP realm; and that can feel bad, because typically a tank build-out can be delegated around how I generate hate; and if it has no cross application into PvP then effectively you're creating a class composition that just is not relevant in half of the game, or in that area of the game. So when we talk about how we're going to apply hate to player targets or taunt to player targets, sometimes that can move into the realm of target switching, or the ability to demand that target on the tank in a PvP scenario as well. That's something that we need to get player feedback on, because there's a lot of strong emotions around that type of mechanic. I for one am a big proponent of that. I think it's interesting. I think that it plays into the role of the tank and that it it hits a class fantasy that most tank players want to feel. And I think however on the flip side of that, it is a source of control; and anytime you're under the effects of some source of control, it's going to be a feel bad moment for the target that's being controlled. So that's why I think it generates a lot of feelings on both sides of the aisle.[148]Steven Sharif
  • "Detargeting" es el acto de eliminar el odio/amenaza/aggro de un enemigo.[148]
  • Habrá una habilidad de provocar disponible en niveles más altos de lo que se ha visto hasta ahora en el Alpha-2.[149]
    • En las pruebas de la Alpha-0 había una habilidad de taunt de un solo objetivo, llamada odio.[150]
Q: There were a lot of concerns about threat [in the Alpha-2 Tank preview video]. A lot of people didn't understand how holding threat works, because you weren't holding threat at some point.
A: It's important to remember that these previews are done at a very low-level, so these are low-level skills and abilities that the archetypes have available to them; and so because of that, some of the functionality from these abilities they don't necessarily perform as well as you would want them to in a later stage of the game for that role. Now also keep in mind that balance is a perspective that needs to be incorporated also. So, threat is generated based off of a few factors: It's based off of damage done, it's based off of healing done, it's based off of threat generation modifiers that are on abilities. Now the tank in this situation I believe has two abilities that are going to generate additional threat. They have the slicing- the number two ability; and then they also have the shout ability. Both of those are creating additional threat. But with that being said, we need to tune probably those abilities up a little bit to contend with the DPS that's coming both from the ranger and with the heals that are coming out of the cleric.[146]Steven Sharif
Habilidad Icono Rango 1 Rango 2 Rango 3
Grapple GrappleIcon.png Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[151]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[152]
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.[153]

Cancelación de animaciones

La cancelación de animaciones no será una mecanica del combate.[154][155]

Posturas de combate

Es probable que exista el uso de posturas con armas en el juego.[156]

RNG

Los elementos RNG están relacionados con el combate con estadísticas como Golpe Crítico, Evasión o Posibilidad de Bloqueo.[157]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those you know dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[158]Jeffrey Bard

Habilidades primarias

Preview de las hablidades principales en el Alpha-1.[90]

Si elijes uno de los ocho arquetipos secundario, sea cual sea, vas a recibir una selección de aumentos que se relacionan con algunas de las ideas principales de esa clase. Ya sabes, como un tanque se centra en controlar el campo de batalla, en sobrevivir. El mago trata de infligir daño y usar los elementos y habilidades en área. El pícaro se centrará en el sigilo y el daño crítico. Por lo tanto esos aumentos van a jugar con esas identidades.[159]Steven Sharif

La idea detrás de este sistema, es que estás tratando de bordear la línea de esos aumentos en tu rol, ¿Verdad?. Tenemos la clásica santísima trinidad que está presente en los diseños de las clases para los MMOs y, a menudo, no se desvían en absoluto de ella o bien se desvían completamente. El aumento sirve para ofrecer un equilibrio mediante el cual mantienes la apariencia de ese sistema mientras ofreces la oportunidad de personalizar tu experiencia de juego hacia uno de los otros lados del triángulo..[160]Steven Sharif

Las habilidades primarias (habilidades de clase) están basadas en el arquetipo del jugador.[94] Los jugadores pueden personalizar sus habilidades primarias con el aumento de un arquetipo secundario[161][94][162]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[163]Steven Sharif
  • Cada arquetipo secundario ofrece cuatro escuelas de aumento diferentes.[164][165][161][166] Cada escuela de aumentos afecta a las habilidades primarias de un arquetipo de forma distinta.[167]
There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[168]Steven Sharif
  • Elegir el mismo arquetipo primario y secundario aumenta el enfoque en ese arquetipo.[170]
  • Los aumentos a las habilidades primarias cambiarán fundamentalmente la forma en la que funciona dicha habilidad: Adaptará aquello que la habilidad hacía para incorporar la identidad del arquetipo secundario.[171]
  • Para cambiar los aumentos de tus habilidades, deberás ir a un NPC en un nodo de nivel Aldea o mayor.[173]
  • Algunos colores y efectos especiales|FX pueden cambiar dependiendo de los aumentos elegidos.[174]
    • Las habilidades activas pueden verse completamente diferentes después de que se les ha aplicado un aumento.[175]

Se espera que las habilidades primarias en el Alpha-2 sean muy diferentes a las del Alpha-1.[176]

The ability list in Alpha One is nowhere near what the ability list will be, especially from like a level/progression standpoint. So you can expect it to be incredibly different.[176]Steven Sharif

Puntos de habilidades

Alpha-1 preview skills user interface.[177]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[42]Steven Sharif

Los jugadores obtienen puntos de habilidad conforme suben de nivel. Estos pueden ser usados para mejorar habilidades (subir su rango) ya sea en el árbol de habilidades activas, pasivas o de combate/armas.[178][179][180][181]

  • No será posible subir al máximo todas las habilidades de árbol.[181]
  • En cuanto a la progresión de habilidades, los jugadores pueden elegir entre "ir horizontal" y conseguir una serie de habilidades diferentes, o "ir vertical" con unas pocas habilidades específicas.[182]
  • Los jugadores pueden resetear y reasignar sus puntos de habilidad.[183]
  • Los aumentos no cuestan Puntos de habilidad.[169] Anteriormente se había dicho que algunos aumentos requerirán más gasto en puntos de habilidad.[168]
Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[3]Steven Sharif

Habilidades activas

Los jugadores pueden peronalizar su personaje con las habilidades activas que prefieran en su barra de acción (hotbar).[185][186][187]

Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[190]Steven Sharif
  • Los jugadores no obtienen habilidades conforme suben de nivel, deben elegir que habilidades quieren adquirir.[182]
  • No hay libros de hechizos que requieran memorizar.[191]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[185]Steven Sharif

Habilidades universales

Además de las habilidades específicas de cada clase, puede haber un subconjunto de habilidades universales, como el bloqueo activo y la esquiva.[108]

  • Los desarrolladores probarán el uso de mecánicas de energía independientes para las habilidades universales en el Alpha-2.[110]
  • La progresión de las habilidades universales puede alinearse con el árbol de habilidades pasivas del jugador..[108]
Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[108]Steven Sharif

Habilidades finales (Ultimate)

info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.

La habilidad final (ultimate) es una habilidad muy poderosa.[192]

- None -

Habilidades elementales

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[193]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
Fireball Fireball Icon.jpg Hurl a ball of fire toward your target, dealing direct damage upon impact.[194][90][195] Increased damage.[194][196][197][198] Burns the target for additional damage over time.[194][196][197]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[90][199][200] Increased damage. Increased duration.[199][196] Increased damage. Increased duration.[199][196]
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[143][90][144] Increased damage.[143][145] Now knocks down hit targets.[143][145]

Balance

El equilibrio en Ashes of Creation está enfocado en el grupo, y no en el combate 1vs1"[201][202]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[202]Steven Sharif
From an engagement or encounter perspective, obviously we do a finger-in-the wind kind of balance pass, but a lot of that stuff from our encounters team doesn't get done until populations are in place and those encounter designs get a little bit more time to bake.[203]Steven Sharif

Las sesenta y cuatro (64) clases están divididas en ocho arquetipos primarios. El equilibrio de las habilidades activas solo hace referencia a estos ocho arquetipos primarios. [201][204]

  • Hay cuatro grupos primarios de aumentos asignados a cada arquetipo base. El equilibrio de estos aumentos hace referencia a los cuatro grupos de aumentos para cada uno de los ocho arquetipos.[164][165][161][204][166]
Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[201]Steven Sharif
We're not really talking about 64 true classes, we're talking about eight classes with 64 variants... There isn't as much variance between the 64 classes as you might expect. It's not like there are you know 64 different versions of... radically different classes.[201]Jeffrey Bard

Ciertos arquetipos secundarios son capaces de reducir las diferencias frente a sus "counters".[205]

Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and kind of bridge the divide slightly; and then move my identity that direction ever so slightly.[205]Steven Sharif

Roles

Ashes of Creation utiliza el tradicional sistema de la trinidad con los roles de Tanque, DPS y Soporte.[206][207]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[208]Steven Sharif

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.​[209]

  • Los niveles de dificultad crecientes inspiran una progresión de poder vertical más tradicional, común en otros MMO.[209]

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 kind of fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[209]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.[210]

Sistema de combos de las armas

En Ashes of Creation se emplea un sistema de combos de armas (también llamado Combo system[212], y habilidades de uso de armas[213]) en lugar de la habilidad clásica de auto-ataque .[214][212][215]

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.[125]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.[125]Steven Sharif
  • Dependiendo de la habilidad de clase elegida, estos efectos tendrán efectos combinados con el montaje de combate.[125]
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.[125]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.[125]
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.[125]Steven Sharif
  • Usar una habilidad que no sea un ataque básico reiniciará el combo por norma general.[130]
    • Los desarrolladores están considerando la posibilidad de usar habilidades específicas sin reiniciar el sistema de combo.[130]

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.[212]Steven Sharif

Clases de armas

Armas 3D renders. These are depicted in the Threads of Fate cosmetic costume but are not part of that set. Models by Eli Hurst.[217]

Las clases de armas (también denominadas tipos de armas y grupos de armas) en Ashes of Creation.[19]

  • Armas contundentes
  • Armas blancas
  • Armas punzantes

Weapon swapping

Weapon swapping (between equipment slots) is possible while in combat.[219][34][126][127]

  • Swapping weapons (from inventory) into a hand or range slot is not possible in combat.[219]
    • Previously this was said to be subject to a cooldown period (in the range of a few seconds) following any damage taken or done by the player.[220][221]
You can always hot weapon swap even in combat, but you can't swap your armor and gear. Nothing that's in a hand or range slot if you're in combat.[219]Steven Sharif

Players cannot swap armor while in combat.[219][220][222]

Raid mechanics

Incursiones contain intricate combat mechanics.[223]

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[223]Steven Sharif

Boss mechanics may be affected by changes in climate or time of day.[224]

Telegraphs

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[225]

  • Animation tells.
  • Templates.

List of raid bosses

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

Habilidades de utilidad

Pre-alpha rogue climbing a Metropolis wall.[226]

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 you know sometimes "story mode".[227]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.

Una habilidad de utilidad es una habilidad no relacionada con el combate que interactúa con el entorno.[228]Las habilidades de utilidad se adaptan a la forma en que las clases interactúan y se enfrentan a los peligros del mundo..[229]

  • Diferentes clases destacan en diferentes habilidades.[229]
  • Todas las clases tendrán habilidades de maniobrabilidad y supervivencia.[230]
    • Habrá una habilidad u objeto de gancho.[231]
  • Las clases tendrán habilidades de utilidad, como detectar trampas y otros peligros. Por ejemplo: El hechizo de detección del mago proyecta luz y revela peligros explosivos mágicos.[232]
  • Ciertas clases son capaces de escalar o hacer parkour en ciertas zonas.[233][234]
    • La habilidad de escalada/parkour no es libre y probablemente estará restringida a ciertas misiones, localizaciones u objetos.[235][236]
  • Algunas clases (como los pícaros) tendrán habilidades de sigilo.[237]
    • Los pícaros también pueden tener una habilidad de utilidad tipo catalejo.[229]
  • Existen ciertos objetos en el mundo (como escaleras y toboganes) que ayudan a la movilidad del jugador.[238]

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.[239]Steven Sharif

Habilidad Icono Rango 1 Rango 2 Rango 3
Camouflage Grants stealth at a distance. At mid and short range the Ranger is revealed.[240] - -
Family summon Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[241][242] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[245]
- -
Rastrear Reveals corrupted player locations on the bounty hunter's map.[246][247] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[246] The pathfinding ability can be toggled on or off.[246][248] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[249] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[249]
Stealth This does not render a player completely invisible.[250] Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[251] - -

Muerte del personaje

Muerte del personaje in an open world dungeon in Alpha-1.[252]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[253]Steven Sharif

Cuando un personaje muere se se desintegra en cenizas. Las cenizas contienen cualquier objeto cualquier objeto perdido por el jugador debido a las penalizaciones por muerte correspondientes.[254][255][256][257][258] Estos montones de ceniza son saqueables de forma inmediata por cualquier jugador.[255] El marcado de jugadores (flagging) no se activa al saquear.[259]

  • Un no combatiente (jugador verde) que muere sufre las penalizaciones normales, incluyendo:[257]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[262]Steven Sharif
    • Se suelta un porcentaje de los objetos recolectables y materiales que se usan en la creación de otros objetos.[264][256][257]
      • Los objetos destinados al consumo final no se pierden, como los objetos consumibles creador por las profesiones de cocina y alquimia.[264]
      • También se dejan caer un porcentaje de los certificados que lleva el jugador.[258]
      • Si un jugador muere, habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar a la mula de ese jugador para poder saquearla.[265]
      • Si la mula de un jugador muere, su cadáver tendrá el mismo porcentaje de objetos que el jugador..[265][266]
  • Un combatiente (jugador púrpura) que muere sufre estas mismas penalizaciones, pero al 50% que un no combatiente.[257]
  • Un corrupto (jugador rojo) sufre penalizaciones cuatro veces superiores a las de un no combatiente, y tiene la posibilidad de soltar cualquier objeto que lleve consigo/equipado en función de su puntuación de corrupción actual.Esto incluye:[267][268] This includes:[268][257]
    Any amount of corruption allows a player to drop equipped gear upon death. The higher the corruption the greater the chances.[270]Steven Sharif
    • Estos objetos pueden ser saqueados por otros jugadores.[271]
    • Los jugadores corruptos reaparecen en lugares aleatorios en las proximidades de su muerte, no en los puntos de reaparición habituales.[272]
      • Los jugadores no corruptos siempre reaparecen en el punto de reaparición activo más cercano (a su muerte).[273]
    • Las penaliazciones por corrupción se acumulan a medida que se gana corrupción (no sólo al morir).[274]
  • La deuda de experiencia escalará aproximadamente al 2 o 3 por ciento de la XP total para un jugador de nivel máximo. Estas cifras están sujetas a cambios en función de las pruebas.[275]
  • Las penalizaciones por muerte (en su mayoría) no se aplican al PvP basado en objetivos.[276][277][278]
    There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[278]Steven Sharif
  • Las penalizaciones por muerte no difieren entre Pvp y PvE, aunque esto está sujeto a cambios.[279]

La muerte por caída es posible.[280]

  • El daño por caída que ocurra mientras se está montado se aplicará primero a la montura; y si la montura muere como resultado, entonces el daño restante puede pasar al jugador, pero esto se determinará en función de las pruebas.[280]

La muerte por ahogamiento es posible.[281][282]

  • Los jugadores que se ahoguen resurgirán en la orilla.[281]

Si un jugador muere habrá un periodo de tiempo antes de que su mula desaparezca. Otros jugadores deberán matar la mula de ese jugador para poder saquearla.[265]

Los jugadores no pierden oro al morir, independientemente de su nivel de corrupción.[283]

At the moment, the plan is for players to not lose gold upon death, no matter their corruption level.[283]Cody Peterson

Mounted combat

Certain mounts will have combat abilities.[284][285][286]

Mounts will have a variety of effective pvp abilities, some viable in larger scale encounters when organized correctly.[287]Steven Sharif
  • Mounts will have combat skills based on the breed and rarity. There will also be some RNG to the mount skills.[288]

Some crowd-control abilities can dismount a mounted player.[290] In that case the mount would persist with its own health pool and other stats.[138]

There is danger to traversing areas with enemies nearby; and there are specific abilities that knock a rider off of their mount should they venture too close to enemies.[290]Steven Sharif

Mounts can be killed by players, but can be resurrected after a certain cooldown period.[291][292][293]

  • Potions obtained from the Alchemy profession can be used to reduce the cooldown.[291][294][292]
  • Mounts that die a certain number of times within a set period might gain a debuff that requires a different material component to assist with their resurrection.[294]
  • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[280]

Mounts can be targeted separately from the player while mounted.[292]

  • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[265]
  • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[265][266]

Mount abilities and stats

Noble Warhorn Sprint mount ability.[295]

All mounts will have certain types of abilities: Whether those abilities are utility, or sprint, or some type of combat charge through that knocks down players or something. It just depends on the type of mount and the skills associated with that mount. That's also one component of the animal husbandry system is in creating these mounts you can have unique skill sets associated with them that obviously creates an economy for mount types and and puts some relevancy on the profession of animal husbandry to present unique mounts.[138]Steven Sharif

Monturas have different core abilities, utility skills and stats that are based on the rarity of the mount and the mount's tier.[291][296][138][297]

  • Mount abilities may provide either horizontal or vertical power gains.[291]
Tier one mounts will have certain type types of abilities that are unique to the tier ones and the tier twos will have certain abilities that are unique to the tier twos. In some cases those will be horizontal; in other cases they'll be vertical power gain. So it just depends on the situation. It's a situational element.[291]Steven Sharif
  • Based on skill choice, mounts can be used as initiation vehicles, escape vehicles, utility vehicles, and traversal vehicles.[298][299]
    • Jump abilities.[298]
    • Terrain-specific capabilities.[298]
    • Gliding abilities.[298]
Mounts have obviously many different applications and that's also going to speak to its identity when it has a skill selection choice too. Like do you- are you more aggressive in initiation with your mount? Okay well you probably want the ones that are going to be able to charge through and do some type of CC effect on players in front of you. Are you more about kind of using them out to dodge and avoid you know different types of things? Well then you probably want some type of invulnerability skills or some type of protective skills that you can activate at certain times. Are you going to be more traversal and focus on kind of speed you use your mount just kind of go around the world and you don't really care about the combat aspect? Well then you probably want some skill sets on your mount that reflect that.[299]Steven Sharif
  • Mounts will have varied speeds.[301]
There's definitely a difficulty from a balance perspective obviously on the design side when you're having to incorporate speeds that are so radically different from the normal player movement speeds; and mounts do have a obviously a significantly faster component there. But that's why you build into the to the skill sets that players have obviously those types of cc's which can either, as we spoke about previously, knock the player off of their mount, kill them with some massive damage, or stun the player. Those are components that are taken into account when balancing out these skill selections.[299]Steven Sharif
  • A player can dismount and have their mount follow them.[138][292]

Dragon abilities

Dragones are epic flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[302][303]

The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[303]Steven Sharif

Combat pets

Combat pets (also referred to as Item pets or Universal combat pets) may be acquired by any archetype.[304]

  • Combat pets have a horizontal progression, not a vertical one. Unlike Summoner summons, combat pets do not increase a player's power, but instead require a sacrifice from the player.[304][305][306]
  • Combat pets may be tamed from certain creatures in the world.[307]
  • Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[305]
  • Combat pets will also be categorized into different rarities.[305]
  • Combat pets may not be able to be summoned in certain dungeons, instances or other spaces.[299]
It will participate in combat. It will allow you different options sometimes, but it won't necessarily increase your power and... you'll be sacrificing something for it.[306]Jeffrey Bard

Combate naval

Tea transport PAX East 2018 exclusive cosmetic ship skin.[309]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's abilities: Let's say in combat or traversing just the world.[310]Steven Sharif

Naves are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[311]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[312]
    • Quest lines may have NPC driven ships.[312]
    • NPC ships will be present on the ocean that are adversaries or monsters that will be targets for players to try to raid or hunt for treasure.[312]
For the most part all ship creation will be delegated to the player. You have to build up a ship or find somebody who has one if you want to get across the seas.[312]Steven Sharif
  • There won't be mechanics for players to hire NPCs to carry out tasks on ships.[313]
  • Permissions will be present to allow other players to access ship functions who are in the same party or raid, such as weapons, anchors, utility items, and the ship's helm to navigate the ship.[311]
  • Players will have quests that navigate them toward creating a personal vessel at around level 10-15.[314]
Alpha-2 Negalith naval raid boss.[315]

This is one of the Alpha-2 raid bosses that are going to be in the ocean. That'll be interesting when you come across that, what might happen. Good luck. We should have added a scale there because yeah, it's a big boy. The number of ships needed for that one's going to be a lot.[315]Steven Sharif

Combate naval involves different types of Naves with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from Pvp and PvE perspectives.[315][316]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[321]Steven Sharif
Q: Will there be a way to produce enough experience for a node for those who want to spend the majority of their time on the open seas?
A: The open seas have have a good amount of content; and that content when completed will give its contribution to a nearby node; and that is something that people who live on the sea, or desire to live on the sea, will be able to um contribute in a way.[323]Steven Sharif

Addons/ DPS meters

Los addons y los medidores de DPS y amenaza no se permitirán.[324][325][326]

My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed.[325]Steven Sharif
  • Los desarrolladores no quieren que se necesiten addons/mods para disfrutar del juego.[327]
  • Los desarrolladores creen que los medidores de DPS (parsers) pueden causar toxicidad y otros comportamientos negativos[324][328][326]
What role DPS meters provide in online communities that I've noticed in the past my experiences: they can be a bit toxic, they can be a bit exclusionary; and that's why we don't want the DPS meters.[324]Steven Sharif
Meters in my opinion are a removal from the the game immersion; and what I mean by that isn't necessarily even the fact that having the meter takes you out of the game per-se, but it is- there's a lot of diegetic approach that you can take that doesn't rely on UI elements like a meter to indicate how you should do a thing; and when you're not utilizing those types of meters you can do different types of strategies and encounter design. You can have things that can be more subtle and aren't going to be immediately given away by a meter indicating something; and that's the type of gameplay that we think that I believe we want to emphasize; and for that reason, we're not going to be including threat meters. What we will be including however are animation indicators. We're going to be including ability indicators to show the tank "hey I might be losing aggro here." I'm observing in the world these immersive elements that are not tied to any specific type of UI, but indicate to me that this monster might be moving off to attack somebody else in a very immediate future; and now I should be using the abilities that I'm saving to regain that aggro, or to lock them down with a taunt or something. That to me is a bit more representative of the type of gameplay we want to to bring in our encounter design.[324]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 integraciones disponibles para servicios de transmisión como Twitch y algunos otros servicios, pero no es algo que se ofrecerá a través de una API por el momento.[329]
  • El diseño de la API del juego aún está bajo consideración.[330]

Logs de combate

Hay logs del combate en Ashes of Creation.[331]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[332]Steven Sharif

Floating combat text

Alpha-2 Floating combat text work-in-progress UI.[333]

Damage you take, which is indicated in this red number, floats towards your left-hand side; and when you do damage to a target they float to your right-hand side. Now one of the very important aspects of these floating texts is providing the player with customization options that they can adjust the size of the floating text. They can adjust the color composition on how these texts are represented. They can also include damage icons to indicate the ability that's used for those floating texts; and importantly we also call out the crits that you do in a separate way: how they pop in they're slightly above the other number; and then more so, we also have additional functionality for cumulative damage.[333]Steven Sharif

Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[333]

  • Damage taken appears in red and floats to the left.[333]
  • Damage dealt appears in yellow and floats to the right.[333]
  • Crits appear larger and are slightly above the other numbers.[333]
  • XP appears in white and is slightly lower on the UI.[333]

Floating combat text is able to be customized by the player.[333][334]

Providing maximum flexibility and player customization options for these floating texts I think is super important.[333]Steven Sharif

Facciones

No hay facciones predefinidas en Ashes of Creation.[335]

We present the player with these soft friction events and then that determines who your friends and your foes are.[336]Steven Sharif

Because we are non-faction based, you want to grant the user the ability to either do things that are "evil" or "good", so there has to be a plethora of choice on the evil side for them to participate in.[337]Steven Sharif

Videos

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Referencias

  1. Vídeo, 2021-05-28 (25:44).
  2. Vídeo, 2022-09-30 (23:13).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Transmisión en vivo, 2020-08-28 (1:19:24).
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  5. 5.0 5.1 5.2 5.3 5.4 Transmisión en vivo, 2022-06-30 (42:29).
  6. 6.0 6.1 6.2 Vídeo, 2022-06-30 (21:19).
  7. Transmisión en vivo, 2022-12-02 (1:06:54).
  8. 8.0 8.1 Vídeo, 2022-06-30 (23:00).
  9. Vídeo, 2022-06-30 (24:18).
  10. 10.0 10.1 steven-combat-revamp-update.png
  11. 11.0 11.1 11.2 Vídeo, 2021-02-26 (6:17).
  12. 12.0 12.1 12.2 12.3 12.4 Transmisión en vivo, 2021-05-28 (1:13:05).
  13. 13.0 13.1 Transmisión en vivo, 2022-05-27 (1:11:41).
  14. 14.0 14.1 Transmisión en vivo, 2022-07-29 (1:05:20).
  15. 15.0 15.1 15.2 15.3 15.4 Transmisión en vivo, 2021-07-30 (31:22).
  16. Transmisión en vivo, 2021-05-28 (1:14:50).
  17. 17.0 17.1 17.2 17.3 steven-combat-revamp-update-2.png
  18. 18.0 18.1 18.2 18.3 Transmisión en vivo, 2021-02-26 (27:41).
  19. 19.0 19.1 Entrevista, 2021-02-07 (49:18).
  20. 20.0 20.1 Entrevista, 2021-06-13 (4:12).
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  22. Vídeo, 2022-09-30 (17:03).
  23. 23.0 23.1 23.2 23.3 23.4 Transmisión en vivo, 2022-09-30 (41:06).
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  25. Transmisión en vivo, 2021-08-27 (1:16:04).
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 Transmisión en vivo, 2021-06-25 (22:34).
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  28. 28.0 28.1 28.2 28.3 28.4 28.5 Transmisión en vivo, 2021-06-25 (27:43).
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  33. Transmisión en vivo, 2021-06-25 (26:11).
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  38. 38.0 38.1 Newsletter, 2018-08-7
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  40. 40.0 40.1 40.2 40.3 40.4 40.5 Pódcast, 2018-08-04 (1:07:59).
  41. Transmisión en vivo, 2023-01-27 (1:11:07).
  42. 42.0 42.1 Transmisión en vivo, 2020-08-28 (1:12:50).
  43. 43.0 43.1 43.2 43.3 43.4 43.5 43.6 Pódcast, 2018-08-04 (1:11:05).
  44. steven-action-tab-attack-range.png
  45. 45.0 45.1 Entrevista, 2019-04-15 (38:03).
  46. 46.0 46.1 Transmisión en vivo, 2021-06-25 (27:10).
  47. Transmisión en vivo, 2020-04-30 (40:19).
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  50. class cleaving.png
  51. 51.0 51.1 Entrevista, 2018-10-20 (3:25:46).
  52. Transmisión en vivo, 2019-11-22 (5:51).
  53. 53.0 53.1 Entrevista, 2018-10-20 (9:10).
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  55. 55.0 55.1 steven-headshots-2.png
  56. 56.0 56.1 Entrevista, 2018-10-21 (9:10).
  57. Entrevista, 2018-10-20 (3:25:31).
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  59. Twitter - Better luck next time.
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  65. Official Livestream - May 4th @ 3 PM PST - Q&A
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  72. Transmisión en vivo, 2020-01-30 (1:40:48).
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  75. Transmisión en vivo, 2022-09-30 (1:23:28).
  76. Transmisión en vivo, 2022-12-02 (1:03:28).
  77. Transmisión en vivo, 2021-01-29 (1:21:01).
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  156. Transmisión en vivo, 2017-05-30 (16:25).
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  190. Transmisión en vivo, 2017-05-19 (43:09).
  191. Transmisión en vivo, 2017-06-30 (29:13).
  192. Transmisión en vivo, 2018-04-8 (PM) (26:19).
  193. 194.0 194.1 194.2 Alpha-1 screenshot.
  194. Vídeo, 2020-12-23 (0:31).
  195. 196.0 196.1 196.2 196.3 Blog: Blazing the way - Mage Alpha One Preview.
  196. 197.0 197.1 Transmisión en vivo, 2017-10-16 (38:35).
  197. PAX West 2017 Mage poster.
  198. 199.0 199.1 199.2 Vídeo, 2020-12-22 (7:36).
  199. Vídeo, 2020-12-23 (1:29).
  200. 201.0 201.1 201.2 201.3 Transmisión en vivo, 2020-10-30 (33:26).
  201. 202.0 202.1 202.2 Pódcast, 2018-04-23 (59:28).
  202. 203.0 203.1 Transmisión en vivo, 2022-12-02 (1:05:51).
  203. 204.0 204.1 Entrevista, 2018-10-20 (2:40:17).
  204. 205.0 205.1 Pódcast, 2018-04-23 (1:01:01).
  205. 206.0 206.1 206.2 206.3 Group dynamics blog.
  206. 207.0 207.1 207.2 207.3 Transmisión en vivo, 2017-05-22 (46:04).
  207. 208.0 208.1 Entrevista, 2018-10-20 (2:40:16).
  208. 209.0 209.1 209.2 209.3 Pódcast, 2021-04-11 (54:35).
  209. Entrevista, 2018-10-20 (2:53:52).
  210. Twitter - Take a look at our new basic weapon attack combos!
  211. 212.0 212.1 212.2 Transmisión en vivo, 2020-01-30 (1:28:40).
  212. Transmisión en vivo, 2018-01-18 (22:46).
  213. Transmisión en vivo, 2022-09-30 (43:45).
  214. steven-auto-attack-definition.png
  215. Transmisión en vivo, 2021-09-24 (1:19:17).
  216. Transmisión en vivo, 2021-08-27 (1:04:30).
  217. Vídeo, 2018-08-17 (0:01).
  218. 219.0 219.1 219.2 219.3 Transmisión en vivo, 2022-09-30 (51:09).
  219. 220.0 220.1 Entrevista, 2020-07-18 (1:03:45).
  220. Transmisión en vivo, 2019-05-30 (1:15:58).
  221. Transmisión en vivo, 2017-07-28 (34:32).
  222. 223.0 223.1 223.2 223.3 223.4 223.5 223.6 Transmisión en vivo, 2018-04-8 (PM) (1:14:01).
  223. Transmisión en vivo, 2022-05-27 (1:14:46).
  224. Transmisión en vivo, 2017-05-22 (49:38).
  225. Vídeo, 2017-05-09 (0:57).
  226. Transmisión en vivo, 2020-07-25 (42:49).
  227. Transmisión en vivo, 2017-06-30 (30:34).
  228. 229.0 229.1 229.2 Transmisión en vivo, 2017-05-12 (33:10).
  229. class mobility.png
  230. Transmisión en vivo, 2017-05-12 (18:00).
  231. class utilities.png
  232. Transmisión en vivo, 2017-05-15 (15:10).
  233. utility skills.jpg
  234. Transmisión en vivo, 2018-01-18 (34:56).
  235. Transmisión en vivo, 2019-06-28 (1:21:46).
  236. class stealth.png
  237. Transmisión en vivo, 2021-10-29 (1:07:11).
  238. Transmisión en vivo, 2017-05-24 (57:41).
  239. steven-rogue-augments.png
  240. Entrevista, 2020-07-19 (1:20:58).
  241. Pódcast, 2020-07-26 (1:34:47).
  242. Pódcast, 2020-07-26 (1:32:15).
  243. steven-family-summon.png
  244. steven-family-summon-2.png
  245. 246.0 246.1 246.2 steven-bounty-hunters-2.png
  246. Entrevista, 2017-04-27 (9:28).
  247. corruption toggle.png
  248. 249.0 249.1 Transmisión en vivo, 2017-05-24 (48:00).
  249. Transmisión en vivo, 2022-01-28 (1:12:27).
  250. Transmisión en vivo, 2017-05-03 (49:39).
  251. Transmisión en vivo, 2020-03-28 (1:58:24).
  252. Pódcast, 2018-04-23 (49:21).
  253. Transmisión en vivo, 2021-09-24 (51:20).
  254. 255.0 255.1 Transmisión en vivo, 2021-03-26 (1:07:33).
  255. 256.0 256.1 a419c5398b542a713545e4f393d67215.png
  256. 257.0 257.1 257.2 257.3 257.4 257.5 257.6 257.7 257.8 Pódcast, 2017-05-05 (43:05).
  257. 258.0 258.1 Entrevista, 2020-07-18 (27:11).
  258. Pódcast, 2021-04-11 (34:41).
  259. Transmisión en vivo, 2017-05-19 (13:37).
  260. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  261. 262.0 262.1 Entrevista, 2021-02-07 (13:14).
  262. Entrevista, 2020-07-29 (16:46).
  263. 264.0 264.1 Transmisión en vivo, 2022-12-02 (1:26:02).
  264. 265.0 265.1 265.2 265.3 265.4 265.5 Transmisión en vivo, 2021-01-29 (1:24:27).
  265. 266.0 266.1 266.2 Transmisión en vivo, 2018-09-27 (47:46).
  266. Transmisión en vivo, 2022-10-28 (24:28).
  267. 268.0 268.1 268.2 Entrevista, 2020-07-18 (41:54).
  268. Transmisión en vivo, 2017-11-17 (35:20).
  269. steven-corruption-gear-drop.png
  270. Entrevista, 2018-05-11 (15:41).
  271. Entrevista, 2017-04-27 (9:28).
  272. Transmisión en vivo, 2021-06-25 (1:15:37).
  273. corruption.jpg
  274. Transmisión en vivo, 2021-05-28 (1:50:50).
  275. 276.0 276.1 Transmisión en vivo, 2022-06-30 (1:14:52).
  276. 277.0 277.1 Transmisión en vivo, 2021-08-27 (1:22:56).
  277. 278.0 278.1 Transmisión en vivo, 2020-12-22 (1:13:51).
  278. Transmisión en vivo, 2017-05-15 (36:23).
  279. 280.0 280.1 280.2 Transmisión en vivo, 2022-02-25 (1:06:45).
  280. 281.0 281.1 Transmisión en vivo, 2022-04-29 (1:08:27).
  281. Transmisión en vivo, 2017-07-28 (50:22).
  282. 283.0 283.1 vaknar-gold.png
  283. Transmisión en vivo, 2022-01-28 (1:16:02).
  284. 285.0 285.1 Transmisión en vivo, 2017-05-05 (22:44).
  285. Transmisión en vivo, 2018-04-8 (AM) (12:34).
  286. steven-mount-pvp.png
  287. 288.0 288.1 288.2 Transmisión en vivo, 2022-01-28 (1:15:30).
  288. Transmisión en vivo, 2022-01-28 (1:11:40).
  289. 290.0 290.1 Transmisión en vivo, 2022-07-29 (1:01:02).
  290. 291.0 291.1 291.2 291.3 291.4 Transmisión en vivo, 2022-04-29 (1:11:24).
  291. 292.0 292.1 292.2 292.3 Entrevista, 2020-07-19 (1:05:41).
  292. Transmisión en vivo, 2017-05-10 (38:27).
  293. 294.0 294.1 Pódcast, 2021-09-29 (32:35).
  294. Vídeo, 2021-02-26 (20:25).
  295. Transmisión en vivo, 2021-10-29 (51:48:).
  296. mount stats.png
  297. 298.0 298.1 298.2 298.3 Transmisión en vivo, 2022-02-25 (1:14:21).
  298. 299.0 299.1 299.2 299.3 299.4 Transmisión en vivo, 2021-04-30 (1:10:04).
  299. mount abilities.png
  300. mount speeds.png
  301. dragon abilities.png
  302. 303.0 303.1 303.2 Transmisión en vivo, 2018-04-8 (PM) (51:49).
  303. 304.0 304.1 Entrevista, 2022-01-14 (42:18).
  304. 305.0 305.1 305.2 Transmisión en vivo, 2020-10-30 (1:21:14).
  305. 306.0 306.1 Transmisión en vivo, 2019-06-28 (1:24:27).
  306. Transmisión en vivo, 2018-01-18 (33:09).
  307. Transmisión en vivo, 2023-02-24 (1:27:22).
  308. Ashes of Creation Store: Tea transport.
  309. Transmisión en vivo, 2018-10-31 (54:21).
  310. 311.0 311.1 Transmisión en vivo, 2021-05-28 (1:52:15).
  311. 312.0 312.1 312.2 312.3 Transmisión en vivo, 2021-09-24 (1:26:46).
  312. Transmisión en vivo, 2023-01-27 (1:32:00).
  313. Transmisión en vivo, 2021-07-30 (1:14:04).
  314. 315.0 315.1 315.2 315.3 Transmisión en vivo, 2022-03-31 (1:10:43).
  315. 316.0 316.1 316.2 Transmisión en vivo, 2017-07-28 (47:53).
  316. Transmisión en vivo, 2022-04-29 (1:03:25).
  317. 318.0 318.1 Transmisión en vivo, 2023-02-24 (1:23:34).
  318. 319.0 319.1 Transmisión en vivo, 2022-10-14 (58:46).
  319. steven-island-castle.png
  320. Transmisión en vivo, 2019-06-28 (1:12:08).
  321. Transmisión en vivo, 2022-05-27 (1:12:33).
  322. Transmisión en vivo, 2022-12-02 (1:21:51).
  323. 324.0 324.1 324.2 324.3 324.4 Transmisión en vivo, 2023-02-24 (1:19:29).
  324. 325.0 325.1 Ashes of Creation Forums - No Damage Meter?
  325. 326.0 326.1 Transmisión en vivo, 2017-05-10 (20:02).
  326. Entrevista, 2018-10-20 (6:29).
  327. Transmisión en vivo, 2020-04-30 (1:28:19).
  328. Entrevista, 2018-05-11 (49:03).
  329. Transmisión en vivo, 2017-05-10 (21:41).
  330. Ashes of Creation Forums - No Damage Meter?
  331. Ashes of Creation Forums - No participation trophy.
  332. 333.00 333.01 333.02 333.03 333.04 333.05 333.06 333.07 333.08 333.09 333.10 333.11 Vídeo, 2022-06-30 (16:39).
  333. 334.0 334.1 Transmisión en vivo, 2021-06-25 (29:09).
  334. Transmisión en vivo, 2017-05-26 (39:36).
  335. 336.0 336.1 336.2 336.3 336.4 Entrevista, 2020-07-18 (22:26).
  336. Transmisión en vivo, 2018-04-8 (PM) (11:27).