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Revamped Alpha-1 Mago Fireball ability.[1][2]

The general approach that we're taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's the general design philosophy we're using to approach the overhaul.[1]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.[7]Steven Sharif
  • Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[10][11]
    • Agacharse puede o no estar en el juego.[12][13]
  • La habilidad de tumbarse no estará en el juego.[12][13]
  • Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[14]
  • La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[15]
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.[15]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.[16]Steven Sharif
info-orange.pngEsta sección contiene información de las primeras fases de prueba. Se actualizará tan pronto como haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Air Strike Air Strike New.png Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[17] The root effect is nature based.[18]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[19][20]
Blitz Blitz.png Charge directly toward target enemy, dealing Physical damage to the target on arrival.[21]
Call of the Wild Call of the Wild Icon.png Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[22]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[23]
Exert Exert.png Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[24]
Form Of Celerity Form of Celerity.png While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[25]
Form Of Fluidity Form of Fluidity.png While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[26]
Leap Strike Leap Strike.png Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[27]
Lunging Assault Lunging Assault.png Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[28]
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.[29]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[30]
Whirlwind Whirlwind.png Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[31]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[32][33] An ally is defined as any non-combatant player or non-mob NPC.[34]

Renovación del combate

Alpha-1 split-body melee weapon combat sneak peek.[4]

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.[4]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.[35][36][2]

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..[4][5][6]

You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[4]Steven Sharif

El combate en la Alfa-1 se centró en la funcionalidad básica más que en el equilibrio.[6] 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.[40]

  • 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.[41]

Weapon weights

Weapon weight refers to how the mass of a weapon affects its performance during combat.[3]

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 aspect; and so what we've done by presenting you guys with both the dual daggers and the two-handed weapon is we've 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.[43]Steven Sharif

Movimiento del jugador

  • Esprintar consumirá un porcentaje de la reserva de maná del personaje. No se podrá esprintar en combate.[45]
    • Se ha confirmado que una habilidad de correr/esprintar con tiempo de reutilización será parte de un kit de clase.[46]
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.[45]Steven Sharif
  • Existe la posibilidad de caminar o correr ("autorun").[47]
  • No habrá ninguna mecánica de "ir a un punto" ("auto-pathing").[48]
  • El desplazamiento hacia atrás y el avance en diagonal son más lentos que la velocidad de movimiento normal.[49]

Colisiones

En Ashes of Creation hay mecánicas de colisión tanto de jugadores como de hechizos.[51]

  • 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.[52][51]

Dodging/Weaving/Evasion

Esquivando in Alpha-1 early combat.[53]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[53]Steven Sharif

Los movimientos de evasión como esquivar y moverse, estarán presentes en el combate de Ashes of Creation combat.[54][55][56]

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.[55]Steven Sharif

Jumping

Acertijo de salto en la entrada de una mazmorra en Alpha-1.[60]

Eventualmente aparecerán puzles de salto en el mundo.[61]

Swimming

El contenido submarino será accesible, no farragoso.[65]

Se pueden obtener tesoros pescando y explorando el contenido naval.[68][69]

Cancelación de animaciones

La cancelación de animaciones no será una mecanica del combate en Ashes of Creation.[70][71]

Summoning mounts

Summoning a mount in Alpha-1.[72]

We want to make sure that it's not cumbersome to quickly mount a steed and start moving... Steeds play a very important role in mobility.[72]Steven Sharif

Monturas are items that players carry then activate to summon the mount nearby.[73]

  • Mounts are generally able to be summoned during combat in the open-world.[74]
    • There may be exceptions to this in certain dungeons, instances or other spaces where summoning mounts may not be permitted.[74]

A mount can be an initiation vehicle; it can be an escape vehicle; it can be utility vehicle; it can be traversal.[74]Steven Sharif

Mounts are going to be items that you will be able to carry on your character and activate to summon the mount in front of you or near you; where you can then ride the mount.[73]Steven Sharif

  • A player can dismount and have their mount follow them.[76][77]
    • In current Alpha-1 testing mounts are not separate from the player, but in future mounts will be.[76]

Right now we don't have it where the mount is separate from the player per-se. You automatically mount the mount when you summon it in the in the alpha. But in the future you'll be able to summon it and you won't have to automatically mount it. It'll just be standing next to you. It'll follow you around and then you'll be able to mount it.[76]Steven Sharif

  • De-summoning the mount returns the item back to the player's inventory.[75]

Fast travel

Fast travel is limited in Ashes of Creation. None of these fast travel methods allow transportation of gatherables or materials.[78][79]

There is very little teleportation in the world. Some of that does get unlocked through metropolises of a certain type. Additionally there are mounts that are faster travel and there are services that are fast travel between nodes.[48]Steven Sharif

Faster travel in Ashes of Creation refers to the use of player ridden mounts and flying automated creatures that connect certain nodes.[83]

Public transportation

There are multiple types of public transportation services where players can go AFK and be driven somewhere.[82][84]

One of the nodes has the idea of an airship that can go from node to node and I'm certain that we will have harbors that do similar things with other node types... It might be something that could be player-driven... We're sure to have a taxi system where you load up a couple people and you drive them somewhere while you AFK.[82]Jeffrey Bard

Faster travel

Faster travel in Ashes of Creation refers to the use of player ridden mounts and automated creatures that connect certain nodes.[87][88][81][83]

There will be connection points between certain nodes via the use of like flying automated creatures that you can use.[83]Steven Sharif

Ver además

Referencias

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  20. Blitz Description.png
  21. Call of the Wild Description.png
  22. Trail Speed Bonus Description.png
  23. Exert Description.png
  24. Form of Celerity Description.png
  25. Form of Fluidity Skill Tree Description.png
  26. Leap Strike Description.png
  27. Lunging Assault Description.png
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  29. Speed Boost Description New.png
  30. Whirlwind Description.png
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