Renovación del combate
Durante y después de las pruebas del Alfa-1 se lanzará un sistema de combate renovado en función de los comentarios de los jugadores.[2][3][4]
- El objetivo es dar más protagonismo al jugador y conseguir un combate más fluído, con más mobilidad al usar las habilidades.[5][6]
- El sistema de combate híbrido de acción y tab target se mantendrá después de la renovación.[5]
- Esta renovación no representará la forma final del combate, sino que marcará la dirección general que tomará el combate.[7]
- La renovación será iterativa y se presentará a los testers en diferentes fases.[6]
- Los desarrolladores probarán si usar o no cooldowns globales (GCDs) en diferentes tipos de habilidad durante la Alfa-2.[8]
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..[1][9][10]
- You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[1] – Steven Sharif
El combate en la Alfa-1 se centró en la funcionalidad básica más que en el equilibrio.[10] 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.[11]
- 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.[12]
Movilidad
- 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.[13][1][9][10]
- 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..[14]
- Las habilidades con mayor poder pueden requerir que el lanzador permanezca inmóvil mientras las canaliza. Esta es una mecánica de riesgo contra recompensa.[14][15][16]
- 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.[14] – Steven Sharif
- Unreal Engine 5 ha permitido mejorar las formas de movimiento, como agacharse, inclinarse y agacharse.[17][18]
- La habilidad de tumbarse no estará en el juego.[19][20]
- Moverse hacia atrás probablemente no afecte al bloqueo ni a la parada .[21]
- La velocidad de movimiento del jugador durante el combate está balanceada tanto para PvE como para Pvp.[22]
- 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.[22] – 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.[23] – 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.[24] The root effect is nature based.[25] | |||
Blink | Instantly teleport a set distance in the direction you are moving.[26][27] | |||
Blitz | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[28] | |||
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.[29] | |||
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[30] | |||
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.[31] | |||
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.[32] | |||
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.[33] | |||
Leap Strike | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[34] | |||
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.[35] | |||
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.[36] | |||
Speed Boost | Gives the caravan a temporary speed boost.[37] | |||
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.[38] | |||
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.[39][40] An ally is defined as any non-combatant player or non-mob NPC.[41] |
Pvp
El Pvp (combate de jugador contra jugador) es el catalizador del cambio en Ashes of Creation.[45] El combate entre jugadores está diseñado para ser importante, desde las batallas de caravanas hasta enormes conflictos de mundo abierto en los que se lucha por el orgullo de reyes y reinas[46]
- Because players are motivated by different things, because they want something from the game that other players don't want, that's going to cause people to butt heads. Different players are going to want different experiences and the conflict between the two of them will create a bigger and better thing. Out of strife comes rebirth and that's a core symbol, it's a core theme that occurs throughout the game.[47] – Jeffrey Bard
- La mayor parte de los jugadores experimentarán el Pvp a través de campos de combate basados en objetivos opciononales. Esto encuentros, que suponen un riesgo muy alto pero también ofrecen una recompensa acorde, no emplean el sistema de corrupción.[48][49][50][51]
- Asedios.[49][52][51][53][51]
- Caravanas.[49][51][52]
- Guerras de clanes.[49][54][52]
- PvP naval en mar abierto.[49][55][56]
- Better things in more abundance can be found in the open-sea zone. And as a result, that is why there's an added level of risk associated with opting into those locations.[48] – Steven Sharif
- Las penalizaciones por muerte no se aplican (casi nunca) en los eventos basados en objetivos (también llamados eventos autorizados "sanctioned events").[57][58][59][60]
- La degradación de equipo si que se aplica al morir durante los eventos de PvP de caravanas.[58][59]
- También hay diferentes motivos para entablar un combate de PvP de mundo abierto, entrando en juego en este caso el flageo del jugador y el sistema de corrupción.[49][52]
- Se espera que el riesgo de ganar corrupción disuada a la mayoría de los jugadores de "grifear" a otros jugadores, aunque no significa que el PvP no vaya a ocurrir.[61][52]
- Just because our flagging system gives corruption to PKers, doesn't mean PvP won't happen. There is plenty of reason for PvP to occur open-world.[52] – Steven Sharif
- Q: Have you considered a high-stakes loot drop PvP zone/area in Verra?
- A: We have not; and the reason for that is our current PvP systems already allow for material risk essentially that's either through the flagging system or through other event-based pvp opt-in systems as well.[62] – Steven Sharif
- Los arquetipos como el tanque y el bardo serán opciones viables en el Pvp gracias a la filosifía de diseño de piedra-papel-tijera, donde cada clase tiene ventaja natural contra determinadas composiciones de habilidades.[63]
Alpha-1 testing
While we will have specific spot tests for certain systems as we develop them post the Alpha one month, it should be expected and understood that after this Alpha one month there will be probably a significant amount of downtime where there won't be spot testing as we break apart a lot of systems, take what we learned from alpha one month and implement and iterate upon those learnings. So there's gonna be several months probably worth of significant downtime where there will not be access to spot testing, where we are going to go in and really rejigger a lot of systems[65] – Steven Sharif
Phase | Release | Estimated/Actual date |
---|---|---|
Alpha-1 | Alpha-1 early preview livestream.[66] | March 27, 2020.[67] |
Alpha-1 limited QA testing (NDA).[68][69] | May 28, 2020.[70][71] | |
Alpha-1 preview pre-test 1 (NDA).[72] | Dec 18 - Dec 21 2020.[72] | |
Alpha-1 preview pre-test 2 (NDA).[72] | Feb 19 - Feb 22 2021.[73][74] | |
Alpha-1 preview intermittent spot testing (NDA).[75][76] | Mar 19 - Jul 9 2021.[75][76] | |
Alpha-1 preview weekend (no NDA).[75] | July 9 - July 11 2021.[77][78][75] | |
Alpha-1 (no NDA).[75] | July 14 - August 15 2021.[79][80] |
The term "alpha" is a tricky one, and it typically has 2 meanings in gaming. The development meaning for alpha is a point in the process where we are ready to test the fundamental systems in their core form, without polish and without much of the content. Then, there is the external or "marketing" term for alpha. This is typically applied to Eastern-ported MMORPGs, when in fact that is a completed game being localized for a region, and not really indicative of a true development alpha. As you may know by now, game development has many stages - from the initial tech demos to the pre-production and pre-alpha states, then on to the alphas and betas and eventually launch.[72] – Steven Sharif
I want to make emphatically clear, our alphas and betas are true development alphas and betas, and some have said I am crazy to allow these phases to be seen without an NDA…maybe I am crazy? lol… But I am trusting the community of gamers out there to get a glimpse into the process, and understand the long road ahead for what will eventually be worth the wait. Given time and talent, amazing things can happen, so make sure you help us in communicating that we are in open development which means people get to see the bare bones before the meat. And look, I know people see our 4K footage and say, "This looks better than most released games!", but trust me when I say, you ain't seen nothin’ yet.[72] – Steven Sharif
Ver además
Referencias
- ↑ 1.0 1.1 1.2 1.3 1.4 Transmisión en vivo, 2021-07-30 (31:22).
- ↑ Transmisión en vivo, 2021-05-28 (1:14:50).
- ↑
- ↑ 4.0 4.1 Vídeo, 2021-02-26 (6:17).
- ↑ 5.0 5.1
- ↑ 6.0 6.1 6.2 6.3 Transmisión en vivo, 2021-02-26 (27:41).
- ↑ Entrevista, 2021-02-07 (49:18).
- ↑ Transmisión en vivo, 2022-07-29 (1:05:20).
- ↑ 9.0 9.1 Entrevista, 2021-06-13 (4:12).
- ↑ 10.0 10.1 10.2 Transmisión en vivo, 2021-05-28 (1:13:05).
- ↑ Transmisión en vivo, 2022-05-27 (1:11:41).
- ↑ Transmisión en vivo, 2022-05-27 (1:16:17).
- ↑ 13.0 13.1 Transmisión en vivo, 2022-06-30 (46:30).
- ↑ 14.0 14.1 14.2 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).
- ↑ 19.0 19.1 Transmisión en vivo, 2022-10-14 (48:45).
- ↑ 20.0 20.1
- ↑ Transmisión en vivo, 2020-06-26 (1:30:40).
- ↑ 22.0 22.1 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).
- ↑ Vídeo, 2021-05-28 (25:44).
- ↑ Vídeo, 2020-05-31 (1:09:50).
- ↑ About Ashes of Creation.
- ↑
- ↑ Ashes of Creation FAQ.
- ↑ Vídeo, 2017-04-30 (5:31).
- ↑ 48.0 48.1 Transmisión en vivo, 2022-10-28 (1:41:55).
- ↑ 49.0 49.1 49.2 49.3 49.4 49.5 49.6 Transmisión en vivo, 2022-10-28 (24:28).
- ↑ Transmisión en vivo, 2022-04-29 (41:27).
- ↑ 51.0 51.1 51.2 51.3 Transmisión en vivo, 2017-05-05 (14:26).
- ↑ 52.0 52.1 52.2 52.3 52.4 52.5 52.6 52.7
- ↑ Pódcast, 2021-04-11 (49:40).
- ↑ Transmisión en vivo, 2017-11-17 (45:19).
- ↑ Transmisión en vivo, 2022-08-26 (1:00:14).
- ↑ Transmisión en vivo, 2021-04-30 (1:06:41).
- ↑ Transmisión en vivo, 2023-02-24 (1:29:45).
- ↑ 58.0 58.1 Transmisión en vivo, 2022-06-30 (1:14:52).
- ↑ 59.0 59.1 Transmisión en vivo, 2021-08-27 (1:22:56).
- ↑ Transmisión en vivo, 2020-12-22 (1:13:51).
- ↑ Transmisión en vivo, 2022-10-28 (13:53).
- ↑ Transmisión en vivo, 2022-03-31 (1:12:27).
- ↑ Transmisión en vivo, 2022-10-14 (51:25).
- ↑ Transmisión en vivo, 2021-05-28 (1:36:43).
- ↑ Transmisión en vivo, 2021-07-30 (20:30).
- ↑ March 2020 newsletter.
- ↑ Vídeo, 2020-03-23 (0:01).
- ↑
- ↑
- ↑
- ↑ Creative Director's Letter, 2020-04-1.
- ↑ 72.0 72.1 72.2 72.3 72.4 Blog: Creative Director's Letter, October 16 2020
- ↑ Transmisión en vivo, 2021-02-26 (14:58).
- ↑ Blog: Creative Director's Letter, January 2021.
- ↑ 75.0 75.1 75.2 75.3 75.4 Alpha One Schedule Update, May 10 2021.
- ↑ 76.0 76.1 An Update on Alpha One Schedule, March 12 2021
- ↑
- ↑ Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
- ↑
- ↑