Sistema de combos de las armas

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En Ashes of Creation se emplea un sistema de combos de armas (también llamado Combo system[2], y habilidades de uso de armas[3]) en lugar de la habilidad clásica de auto-ataque .[4][2][5]

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.[6]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.[6]Steven Sharif
  • Dependiendo de la habilidad de clase elegida, estos efectos tendrán efectos combinados con el montaje de combate.[6]
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.[6]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.[6]
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.[6]Steven Sharif
  • Usar una habilidad que no sea un ataque básico reiniciará el combo por norma general.[7]
    • Los desarrolladores están considerando la posibilidad de usar habilidades específicas sin reiniciar el sistema de combo.[7]

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.[2]Steven Sharif

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).[10][11][6]

  • Los jugadores pueden seleccionar qué arma quieren emplear como arma principal para los ataques básicos.[10][11][12]
  • Diferentes tipos de armas tienen diferentes ataques básicos.[13][14]
  • Las armas con ataques de proyectiles son capaces de "disparar a ciegas" sin tener un objetivo seleccionado.[15]
    • Si el jugador está en el modo de action combat y su retícula está sobre un objetivo, podrá realizar un soft lock en ese objetivo, haciendo que los proyectiles se dirijan a los objetivos que estén dentro del rango/ángulo correcto.[15]
When you have your weapon and you utilize a basic attack, you can blind fire that weapon, if it has a projectile associated with it, without having to have a target. In addition, if your reticle in action camera mode is over a target, you will have a soft target lock and projectiles will home to that target if within the right angle of direction.[15]Steven Sharif
Habilidad Icono Habilidad Base
Longbow basic attack Bow basic attack.png A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[17][13][14]
Shortbow basic attack Copper Shortbow Icon.png A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[13][14]

Synergies

Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[18][19][20][21][4][22][6][23][24][25][2][26][27] These synergies also apply to active skills from other characters.[18][28]

Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[18]Steven Sharif
When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[29]Steven Sharif

Progresión de armas

In-game achievable sword and polearm 3D renders.[30]

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[31]Steven Sharif

Las armas tienen su propio progreso.[2][32]

Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[26]Sarah Flanagan

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[27]Steven Sharif

Árbol de habilidades de las armas

Basic weapon attack livestream teaser.[34]

Part of the plan with each of these weapons is they'll each have a unique skill tree associated with them to differentiate them, not only in terms of feel, but also in terms of mechanics. And an important thing that we really want to capture in Ashes is the important ability basically so the player can build their character how they want; and that extends beyond just their classkits. So for example, if I'm the ranger I can spec into my shortbow or I can spec into my longbow; and those will be two very different builds for example made specialized or have have a part of its tree that specializes and bleeds that might synergize with specific ranger abilities that the longbow might not necessarily synergize with. Their weapon choice will play into what abilities the archetype is specializing in.[22]Tradd Thompson

Las habilidades de arma otorgan habilidades pasivas y efectos de probabilidad (procs) así como otros efectos de estado en lugar de habilidades que se puedan usar en la barra de acción de un jugador.[35] Cuantos más puntos de habilidad se asignen al árbol del arma, mayor será la afinidad del jugador con ese arma. Esto influye directamente en aspectos como la cantidad de ataques, su velocidad así como el aumento de "procs" al realizar ataques básicos con ese arma. Estos "procs" pueden ofrecer cierta sinergia con las habilidades activas del jugador.[20][21][4][22][6][23][24][25][2][26][27] Esta sinergia también se aplica a las habilidades activas de otros personajes.[28]

Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[20]Steven Sharif
Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[25]Steven Sharif
Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[24]Steven Sharif

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.[36]

Las clases de armas (también denominadas tipos de armas y grupos de armas) en Ashes of Creation.[23]

  • Armas contundentes
  • Armas blancas
  • Armas punzantes

Weapon weights

Weapon weight refers to how the mass of a weapon affects its performance during combat.[38]

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.[39]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.

Las habilidades finales (ultimate) son unas habilidades muy poderosas.[40]

- None -

Weapon use combo system status

The weapon use combo system plays heavily into the weapon skill trees, which are planned for Alpha-2 and beyond.[8]

Ver además

Referencias

  1. Twitter - Take a look at our new basic weapon attack combos!
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 Transmisión en vivo, 2020-01-30 (1:28:40).
  3. 3.0 3.1 Transmisión en vivo, 2018-01-18 (22:46).
  4. 4.0 4.1 4.2 4.3 4.4 Transmisión en vivo, 2022-09-30 (43:45).
  5. steven-auto-attack-definition.png
  6. 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 6.12 6.13 Pódcast, 2021-09-29 (47:57).
  7. 7.0 7.1 7.2 7.3 7.4 Transmisión en vivo, 2020-02-28 (1:10:21).
  8. 8.0 8.1 Transmisión en vivo, 2021-09-24 (1:19:17).
  9. Vídeo, 2023-04-28 (14:55).
  10. 10.0 10.1 Transmisión en vivo, 2022-09-30 (49:16).
  11. 11.0 11.1 Pódcast, 2021-09-29 (40:50).
  12. Entrevista, 2018-05-11 (16:32).
  13. 13.0 13.1 13.2 Vídeo, 2022-09-30 (19:32).
  14. 14.0 14.1 14.2 Vídeo, 2022-09-30 (10:44).
  15. 15.0 15.1 15.2 Transmisión en vivo, 2023-04-28 (55:55).
  16. Transmisión en vivo, 2022-09-30 (46:17).
  17. Transmisión en vivo, 2022-09-30 (26:42).
  18. 18.0 18.1 18.2 Entrevista, 2023-07-09 (1:14:09).
  19. Transmisión en vivo, 2022-12-02 (56:09).
  20. 20.0 20.1 20.2 20.3 Transmisión en vivo, 2022-06-30 (1:12:38).
  21. 21.0 21.1 21.2 21.3 Transmisión en vivo, 2022-09-30 (53:15).
  22. 22.0 22.1 22.2 22.3 22.4 Vídeo, 2022-09-30 (24:49).
  23. 23.0 23.1 23.2 23.3 23.4 Entrevista, 2021-02-07 (49:18).
  24. 24.0 24.1 24.2 24.3 24.4 24.5 24.6 Entrevista, 2020-07-19 (53:59).
  25. 25.0 25.1 25.2 25.3 25.4 25.5 25.6 Entrevista, 2020-07-18 (1:07:51).
  26. 26.0 26.1 26.2 26.3 26.4 February 8, 2019 - Questions and Answers.
  27. 27.0 27.1 27.2 27.3 27.4 27.5 27.6 27.7 Transmisión en vivo, 2018-06-04 (1:11:19).
  28. 28.0 28.1 Entrevista, 2020-07-29 (55:44).
  29. Entrevista, 2023-07-09 (1:16:45).
  30. Transmisión en vivo, 2021-04-30 (53:08).
  31. Entrevista, 2018-10-20 (2:53:52).
  32. Transmisión en vivo, 2018-05-04 (45:37).
  33. Transmisión en vivo, 2021-06-25 (1:29:39).
  34. Twitter - What’s your go-to weapon?
  35. Transmisión en vivo, 2022-10-14 (18:34).
  36. Transmisión en vivo, 2021-08-27 (1:04:30).
  37. Transmisión en vivo, 2022-10-28 (1:29:48).
  38. Transmisión en vivo, 2022-06-30 (46:30).
  39. 39.0 39.1 39.2 39.3 Transmisión en vivo, 2022-06-30 (42:29).
  40. Transmisión en vivo, 2017-06-30 (29:13).
  41. Pódcast, 2018-05-11 (57:42).