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Animations
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- Combate is animation-driven to ensure it is impactful and responsive.[2]
- Basic attack animations are triggered by the weapon combo system based on weapon type.[3][4]
- Skill animations are (generally) not impacted by the type of weapon equipped.[5]
- 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.[2] – 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.[6] – Steven Sharif
Idle animations
Idle animations (non-combat idle stances) will be selectible by players in the character creator.[9]
- Part of the feedback that we got from the tank demonstration when we were holding that two-handed sword was that people would like to see variants of the types of non-combat idle stances that can be had with certain weapons; and so we decided to introduce a variant of that with having the [sword] rest on the on the shoulder; and that is something that we'll be exploring further to see just how much runway we can get out of custom and/or selective idle stances.[9] – Steven Sharif
Cancelación de animaciones
La cancelación de animaciones no será una mecanica del combate en Ashes of Creation.[10][11]
- Los jugadores podrán cancelar habilidades canalizadas.[10]
Root motion
- El sistema de combate renovado incluye animaciones por partes del cuerpo, en las que la parte superior del personaje puede quedar bloqueada por las animaciones de ataque con armas, mientras que la parte inferior puede seguir moviéndose libremente.[14][15][16][17]
- La mayoría de las habilidades en Ashes of Creation se pueden lanzar mientras el personaje se mueve. Algunas habilidades pueden ralentizar al personaje durante el lanzamiento, pero sólo en contadas ocasiones el jugador quedará inmovilizado..[18]
- Las habilidades con mayor poder pueden requerir que el lanzador permanezca inmóvil mientras las canaliza. Esta es una mecánica de riesgo contra recompensa.[18][19][20]
- 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.[18] – Steven Sharif
- Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[21][22]
- La habilidad de tumbarse no estará en el juego.[23][24]
- Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[25]
- La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[26]
- 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.[26] – 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.[27] – Steven Sharif
Habilidad | Icono | Rango 1 | Rango 2 | Rango 3 |
---|---|---|---|---|
Air Strike | 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.[28] The root effect is nature based.[29] | |||
Blink | Instantly teleport a set distance in the direction you are moving.[30][31] | |||
Blitz | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[32] | |||
Call of the Wild | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[33] | |||
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[34] | |||
Exert | 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.[35] | |||
Form Of Celerity | 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.[36] | |||
Form Of Fluidity | 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.[37] | |||
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[38] | |||
Lunging Assault | 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.[39] | |||
Shield Assault | 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.[40] | |||
Speed Boost | Gives the caravan a temporary speed boost.[41] | |||
Whirlwind | 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.[42] | |||
Wings of Salvation | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[43][44] An ally is defined as any non-combatant player or non-mob NPC.[45] |
Weapon weights
Weapon weight refers to how the mass of a weapon affects its performance during combat.[14]
- Light weapons have fewer restrictions on player agency and motion.[47]
- Medium weapons exist on a spectrum between light and heavy weapons.[47]
- Heavy weapons will increasingly lock the player in place during portions of the combat animation.[47]
- 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.[47] – Steven Sharif
Animaciones sociales
Hay animaciones sociales interactivas y emotes.[50]
- Sentarse.[51]
- Apoyarse.[51]
- Hacer una reverencia.[52]
Algunas animaciones serán emotes acordados que podrás iniciar con otros personajes.[53]
- Q: Can we dance on tables?
- A: Technically the tables are in world, so yes...[54] – Steven Sharif
Puede haber emotes asociados a las monturas y mascotas, como acariciarlas, abrazarlas o jugar con ellas.[55]
- In alpha one you might have seen some of the anims on the rider of a horse that they went down and patted the side of the neck, or they would pet those; but those would be separate actions that you could potentially do as just additional emotes, but interfaces with a mount or pet that you have active.[55] – Steven Sharif
Water animations
El contenido submarino será accesible, no farragoso.[58]
- Los personajes podrán utilizar sus habilidades mientras están bajo el agua.[56]
- La resistencia (stamina) no afecta a la habilidad de nadar, pero si lo hará la respiración.[59]
- Existen instrumentos de navegación que permiten a los barcos detectar movimientos bajo el agua, como las montura acuáticas.[60]
Se pueden obtener tesoros pescando y explorando el contenido naval.[61][62]
Visuales
2024-03-18 2023-12-04 2022-07-01 2021-07-31
Ver además
Referencias
- ↑ 1.0 1.1 Vídeo, 2022-06-30 (20:29).
- ↑ 2.0 2.1 Vídeo, 2022-06-30 (21:19).
- ↑ Pódcast, 2021-09-29 (47:57).
- ↑ Transmisión en vivo, 2020-02-28 (1:10:21).
- ↑ Transmisión en vivo, 2024-03-29 (1:55:14).
- ↑ 6.0 6.1 Transmisión en vivo, 2022-06-30 (53:33).
- ↑ Transmisión en vivo, 2020-12-22 (1:12:56).
- ↑ Vídeo, 2023-03-31 (5:56).
- ↑ 9.0 9.1 9.2 Transmisión en vivo, 2022-01-28 (39:30).
- ↑ 10.0 10.1 Transmisión en vivo, 2019-11-22 (1:09:37).
- ↑ Transmisión en vivo, 2017-05-17 (1:05:11).
- ↑ 12.0 12.1 Transmisión en vivo, 2021-02-26 (27:41).
- ↑ Vídeo, 2021-02-26 (6:17).
- ↑ 14.0 14.1 14.2 Transmisión en vivo, 2022-06-30 (46:30).
- ↑ Transmisión en vivo, 2021-07-30 (31:22).
- ↑ Entrevista, 2021-06-13 (4:12).
- ↑ Transmisión en vivo, 2021-05-28 (1:13:05).
- ↑ 18.0 18.1 18.2 Transmisión en vivo, 2022-12-02 (59:47).
- ↑ Transmisión en vivo, 2020-04-30 (1:17:13).
- ↑ Transmisión en vivo, 2017-05-08 (43:30).
- ↑ Transmisión en vivo, 2021-12-23 (55:32).
- ↑ Vídeo, 2021-12-23 (23:53).
- ↑ 23.0 23.1 Transmisión en vivo, 2022-10-14 (48:45).
- ↑ 24.0 24.1
- ↑ Transmisión en vivo, 2020-06-26 (1:30:40).
- ↑ 26.0 26.1 Transmisión en vivo, 2022-06-30 (49:42).
- ↑ Transmisión en vivo, 2022-09-30 (51:28).
- ↑
- ↑ Vídeo, 2022-09-30 (15:28).
- ↑
- ↑ Vídeo, 2023-04-28 (4:40).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Vídeo, 2023-01-27 (5:07).
- ↑
- ↑
- ↑ Vídeo, 2023-07-28 (24:03).
- ↑
- ↑ Vídeo, 2023-07-28 (24:16).
- ↑ Transmisión en vivo, 2022-10-28 (1:29:48).
- ↑ 47.0 47.1 47.2 47.3 Transmisión en vivo, 2022-06-30 (42:29).
- ↑ Vídeo, 2019-09-26 (0:0).
- ↑ Vídeo, 2017-12-04 (1:20).
- ↑
- ↑ 51.0 51.1 Entrevista, 2018-10-20 (3:30:40).
- ↑ Ashes of Creation Twitter, April 4,2021.
- ↑ 53.0 53.1 53.2 Transmisión en vivo, 2017-11-17 (53:02).
- ↑
- ↑ 55.0 55.1 Transmisión en vivo, 2022-04-29 (1:04:52).
- ↑ 56.0 56.1 Transmisión en vivo, 2020-07-31 (1:42:41).
- ↑ Transmisión en vivo, 2021-01-29 (1:00:57).
- ↑ Transmisión en vivo, 2017-05-19 (38:46).
- ↑ Transmisión en vivo, 2020-09-30 (55:39).
- ↑ Transmisión en vivo, 2022-10-14 (30:12).
- ↑ Pódcast, 2021-04-11 (36:43).
- ↑