Movimiento del jugador

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  • Esprintar consumirá un porcentaje de la reserva de maná del personaje. No se podrá esprintar en combate.[2]
    • Se ha confirmado que una habilidad de correr/esprintar con tiempo de reutilización será parte de un kit de clase.[3]
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.[2]Steven Sharif
  • Existe la posibilidad de caminar o correr ("autorun").[4]
  • No habrá ninguna mecánica de "ir a un punto" ("auto-pathing").[5]
  • El desplazamiento hacia atrás y el avance en diagonal son más lentos que la velocidad de movimiento normal.[6]

Habilidades de utilidad

Pre-alpha rogue climbing a Metropolis wall.[9]

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit sometimes "story mode".[10]Steven Sharif

Una habilidad de utilidad es una habilidad no relacionada con el combate que interactúa con el entorno.[11][12][13]Las habilidades de utilidad se adaptan a la forma en que las clases interactúan y se enfrentan a los peligros del mundo..[14]

  • Las clases tendrán diferentes habilidades de utilidad, como detectar trampas y otros peligros.[11][12][14] Por ejemplo: El hechizo de detección del mago lanza luz y revela peligros explosivos mágicos.[15]
    • Ciertas clases son capaces de escalar/hacer parkour en ciertas áreas.[16][17] Esta no es una habilidad libre. Probablemente estará restringida a ciertas misiones, localizaciones y objetos.[18][19]
    • Ciertas clases (como los pícaros) tendrán habilidades de sigilo.[20]
Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[11]Steven Sharif
  • Todas las clases tendrán habilidades de utilidad de conducción y navegación.[21]
  • Existen habilidades de utilidad que pueden ayudar a los jugadores a descubrir caminos y entradas ocultas y que pueden llevar a descubrir misiones ocultas mientras exploran.[12]
  • Existen ciertos objetos en el mundo (como escaleras y toboganes) que ayudan a la movilidad del jugador..[22]
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.[23]Steven Sharif
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • Habrá una habilidad de utilidad u objeto de gancho.[24]
  • Los pícaros puede que también tenga una habilidad de utilidad a modo de catalejo.[14]

Colisiones

En Ashes of Creation hay mecánicas de colisión tanto de jugadores como de hechizos.[25]

  • 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.[26][25]

Movilidad

Revamped Alpha-1 Mago Fireball ability.[27][28]

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.[27]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.[33]Steven Sharif
  • Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[7][36]
    • Agacharse puede o no estar en el juego.[37][38]
  • La habilidad de tumbarse no estará en el juego.[37][38]
  • Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[39]
  • La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[40]
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.[40]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.[41]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.[42] The root effect is nature based.[43]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[44][45]
Blitz Blitz.png Charge directly toward target enemy, dealing Physical damage to the target on arrival.[46]
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.[47]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[48]
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.[49]
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.[50]
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.[51]
Leap Strike Leap Strike.png Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[52]
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.[53]
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.[54]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[55]
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.[56]
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.[57][58] An ally is defined as any non-combatant player or non-mob NPC.[59]

Esquivando

Esquivando in Alpha-1 early combat.[60]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[60]Steven Sharif

Los movimientos de evasión como esquivar y moverse, estarán presentes en el combate de Ashes of Creation combat.[61][62][63]

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.[62]Steven Sharif

Armor characteristics

Kaelar armor.[67]

You're not going to get one set of armor that's going to be situationally relevant for every encounter you might face- that's crazy- and as a result of that you're going to have to succeed in acquiring sets that are situationally relevant for the types of encounters you are intending to face.[68]Steven Sharif

Light, medium, and heavy armor weights have different characteristics.[69]

  • The stat values on armor can include both damage dealing and damage mitigation stats.[68]
Certain armor types are going to have certain type of predominant stat values. So there's going to be certain waterfall stats and/or certain primary attributes that are available on certain armor types; and then if you want to have the one that's not more prominently available- those will be rare to get- you'll have to elicit the services of a crafter who's very capable within that particular type of armor in order to get the non-traditional stats and/or waterfalls available. So there's still the ability to get whatever on these but they're going to be more predetermined for certain types of stats and waterfalls.[69]Steven Sharif
There'll be certain types of set bonuses granted across specific full sets or partial sets of armor types. There will be a similar function in how damage is mitigated based on the type of armor you're wearing and how that relates to physical or magical incoming damage. So that's something to keep in mind. It's going to be situational what type of adversarial foe am I facing and what armor is the best against that to mitigate damage.[69]Steven Sharif
You're going to have certain strengths and weaknesses of armor sets and those can be specced into by your opponents. For example, I might place some type of elemental enhancements on my weapon that horizontally changes my outgoing damage and that's going to reflect based on the opponent on my target opponent and what type of armor they have available to them to counter that.[69]Steven Sharif
We're playing a little bit with the idea of these universal skill sets, such as dodge, parry, block, active blocking, stuff like that; and progression within those areas. There is something to be said I think for incorporating itemization choice as part of that system as well; and how it might affect that system. That's something that I think is going to be coming up in the pitch phase here shortly from design as we implement those universal skills. So you can look out in the future for more information on that.[69]Steven Sharif

Inventory (weight)

Los límites del inventario personal[73][74] están viculados a una mochila.[75] Los materiales y objetos recolectables están sujetos a la cantidad de objetos en lugar de límite de peso.[76] Las caravanas y mulas sirven para ser el modo principal de transporte de mercancías más allá de estos límites.[77][78]

  • Las mulas pueden transportar aproximadamente 10 veces más que las mochilas. Las caravanas pueden transportar aproximadamente 10 veces más que las mulas.[79]
In my opinion, and this is of course subjective, but weight management is not a compelling mechanic for players to have to deal with in an MMO setting.[76]Steven Sharif

La capacidad del inventario tiene límites de cantidad (stacking) basados en el tipo de artículo.[76][77] Por ejemplo: El límite de acumulación de pociones puede ser de cien. El límite de acumulación de objetos de comida puede ser de 999 o 1000.[77]

  • El inventario de un jugador tiene secciones para diferentes tipos de objetos.[83] Los objetos de misión, por ejemplo, no llenarán la capacidad normal del inventario de un jugador.[81]
We want you to know where the things are; and then the meaningful aspect of that thing is traveling to those locations to access some of those things, particularly as it relates to materials and raw gatherables.[84]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.

Jumping

Acertijo de salto en la entrada de una mazmorra en Alpha-1.[86]

Eventualmente aparecerán puzles de salto en el mundo.[87]

Swimming

El contenido submarino será accesible, no farragoso.[91]

Se pueden obtener tesoros pescando y explorando el contenido naval.[94][95]

Public transportation

There are multiple types of public transportation services where players can go AFK and be driven somewhere.[96][97]

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.[96]Jeffrey Bard

Summoning mounts

Summoning a mount in Alpha-1.[103]

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.[103]Steven Sharif

Monturas are items that players carry then activate to summon the mount nearby.[104]

A mount can be an initiation vehicle; it can be an escape vehicle; it can be utility vehicle; it can be traversal.[105]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.[104]Steven Sharif

  • A player can dismount and have their mount follow them.[107][108]
    • In current Alpha-1 testing mounts are not separate from the player, but in future mounts will be.[107]

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.[107]Steven Sharif

  • De-summoning the mount returns the item back to the player's inventory.[106]

Fast travel

Fast travel is limited in Ashes of Creation. None of these fast travel methods allow transportation of gatherables or materials.[99][109]

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.[5]Steven Sharif

Faster travel in Ashes of Creation refers to the use of player ridden mounts and flying automated creatures that connect certain nodes.[101]

Faster travel

Faster travel in Ashes of Creation refers to the use of player ridden mounts and automated creatures that connect certain nodes.[98][112][100][101]

There will be connection points between certain nodes via the use of like flying automated creatures that you can use.[101]Steven Sharif

Duración estimada de los viajes

So why is travel important? We've talked about this in the past, the reasons why. We've all existed in games where teleportation is very easy to use and sometimes that can be a detriment because you may have activities like a caravan run that's happening and one person sees you from a certain guild and they do the raid callout to their guild "everyone open your portals and come here within a split second and we're going to just mob this group". No, well instead that opportunity doesn't exist. If you want to provoke or to gank an operation of another guild, you need to have foreknowledge. You need to prepare. You need to place your forces around that area; and that is an important aspect. In addition, it makes that travel meaningful. If you are having to spend time to move to a location, you're going to think about what can I do along the way? Why am I moving to that location? How is it more beneficial for me to be in that location versus where I am now? This is also in association with the fact that you are a citizen of a particular node and that node needs your assistance within its vicinity; and if you want to move outside of that vicinity there should be a really good reason for that and there's lots of great reasons for it.[113]Steven Sharif

Tipo de viaje Corriendo.[114] En montura.[114]
De un extremo a otro de un nodo de Metropolis (fase 6) 2.83 minutos 1.67 minutos
Desde el centro de un nodo hasta el centro de su nodo vecino 5 minutos 3.5 minutos
De los puntos más septentrionales a los más meridionales de un continente 75 minutos 50 minutos

Ver además

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