Apuntando en el combate

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Ranger hybrid combat in Alpha-2.[1]

Part of what we're exploring with this approach of our hybrid combat is offering the player the functionality to utilize either tab targeting or a reticle-based action camera mode; and there are benefits to each; and both of them are providing the player what they feel most comfortable with playing. All of our attacks are going to be stat opposed unless they're a templated attack, in which case there will be certain bonuses and/or stronger applied chances for certain types of CC effects to be applied or potentially evasion and accuracy aspects of it. These are all things that we plan to to test throughout alpha two to see where the player base lives in those two options of the action or tab target based attack modes. The important part here is that this is still a work-in-progress. This is meant to give you a look at where our approach has now been living over the past several months when it comes to combat based off of what we learned in alpha one, what player feedback has been along the way and how we can create a compelling system of combat between these very different classes and weapon types.[2]Steven Sharif

El combate híbrido hace referencia a la elección entre el combate "tab target" y el "action combat" en Ashes of Creation.[3][4][5][6]Un botón de selección (por defecto Z, pero se puede vincular a otra tecla) permite al jugador alternar entre los modos de action combat y tab target.[7][8][9][10]

  • La cámara en el action combat está vinculada a la retícula del jugador.[11][12]
    • Es probable que haya una tecla de acceso rápido que, al mantenerla pulsada, permita mover libremente la cámara en el modo de acción.[12]
    • En el futuro, el usuario podrá elegir entre diferentes apariencias de retícula.[13]
  • Las habilidades tab target requieren un objetivo bien con fijado suave o duro.[11]
    • El fijado suave (soft locking) se produce cuando la retícula se desplaza sobre un objetivo en modo de acción. Su placa de objetivo aparecerá ligeramente en gris para indicar que se trata de un objetivo con fijación suave (soft-lock). Si la retícula se aleja del objetivo o el objetivo se aleja de la retícula, el objetivo se pierde.[11]
    • El fijado duro (hard locking) se produce cuando el jugador utiliza el botón derecho del ratón sobre un objetivo con fijado suave. La retícula ya no aparecerá en gris para indicar que el objetivo está bloqueado. A diferencia del bloqueo suave, si el objetivo se sale de la retícula no se pierde el objetivo. En el modo de acción, la tecla Tab seguirá pasando de un objetivo a otro en función de la prioridad de proximidad.[14][11]
  • Atacar sin un objetivo (disparar a ciegas) es posible en el modo acción para las habilidades con plantillas. Si un jugador se mueve en la trayectoria del proyectil puede ser golpeado.[15][16][11]

Q: What the benefits are for tab versus action. I feel like a lot of people feel like tab is just easier so why would I use action?

A: If you're in a massive brawl, the ability to pick and choose targets that are far in the back line that might might be more advantageous towards tab target users because they're able to click, but the reaction time to acquire a target for a cursor versus acquiring a target for a reticle is much faster and less cumbersome because it doesn't require as many actions on behalf of the user.[17]Steven Sharif

Las versiones de las habilidades orientadas al action combat y al tab target tendrán características diferentes.[2][7][18][19][20]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[19]Steven Sharif
  • Las habilidades de tab target aparecerán sombreadas si el objetivo no está dentro de un rango válido, pero las habilidades de plantilla generalmente requerirán que el jugador evalúe el rango correcto para la misma..[21]
  • Diferentes rangos de la misma habilidad pueden cambiar la habilidad de tab target a action combat o viceversa.[22]
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.
  • Puede que no sea posible especificar una configuración sólo con habilidades orientadas a la acción o al tab target. Podría haber un límite del 75% en la elección de habilidades del mismo tipo.[19]
  • En pos del equilibrio, ciertos tipos de habilidades estarán orientadas al tab target o al action combat.[23]
    • Los CCs duros pueden ser configurados dentro de las habilidades orientadas al action combat ya que son ataques más complicados de acertar.[23][19]
    • Los CCs suaves se configurarán dentro del sistema de tab target.[23]
As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage.[20]Steven Sharif

Ashes of Creation Apocalypse combat targeting

Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[26]

  • A hot key can be used to toggle reticle mode on and off.[26]
  • Left mouse click is used for basic weapon attacks.[27]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[27]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[28]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[29][30]

There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[29]Steven Sharif

Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[30]Steven Sharif

Alpha-1 will test hybrid action/tab combat.[18][31]

Tiempo para matar

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.

Ashes of Creation tendrá un "tiempo para matar" (TTK) de unos 30 segundos.[32]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[34]Steven Sharif

Mecánicas de headshot

No hay mecánicas de headshot en Ashes of Creation.[35][36][37]

Weapon and armor skills

Armas and Armadura are tied to skills in Ashes of Creation Apocalypse.[41]

  • Swapping between weapons will allow players to access the different skills on their hotbar.[41]
  • Certain armor pieces have utility and defensive skills, such as like Camouflage, Polymorph and Battlefield wall.[41]
  • Weapons are tied to one specific skill in early testing, but this may change.[42]

Weapons will have skills associated with them and they'll will rest on a hot bar and you can swap between the weapons on the hot bar and that'll allow you to access the different skills. Additionally the breastplate, the leggings: Those also have skills associated with them those are more utility and defensive abilities, such as like camouflage, polymorph, battlefield wall; that stuff. Those are on the armor pieces and then they are associated with right now the VC hotkeys for their abilities.[41]Steven Sharif

Right now weapons are tied to one specific skill; and that's just again because we're so early in alpha 1; but well probably be changing that as we continue to iterate and test.[41]Steven Sharif

Habilidades y estadísticas en el equipo

Los artesanos (crafters) podrán asignar distintas habilidades y estadísticas el equipo.[43][44]

Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[43]Jeffrey Bard

Not all armor sets will be the cookie cutter set. They will have the influences from the crafter available in it, if it's a crafted set.[44]Steven Sharif

El equipo se divide en estadísticas básicas y estadísticas adicionales..[48]

Ashes of Creation Apocalypse weapon skills

Ashes of Creation Apocalypse weapon skills

- None -

Ashes of Creation Apocalypse armor skills

Ashes of Creation Apocalypse armor skills

- None -

Habilidades de combate

La idea para el combate es que las habilidades tengan su correspondiente contrapartida.[49]

  • El objetivo es que haya animaciones especiales para parar, bloquear y esquivar..[50]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.[50]Jeffrey Bard

Esquivando

Esquivando in Alpha-1 early combat.[51]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[51]Steven Sharif

Los movimientos de evasión como esquivar y moverse, estarán presentes en el combate de Ashes of Creation combat.[52][53][54]

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.[53]Steven Sharif

Bloqueo activo

Tanque active blocking with a Shield in Alpha-2.[58]

The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[59]Tradd Thompson

El bloqueo activo es una habilidad universal que pueden utilizar todas las clases.[52][61][59][55]

Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[61]Steven Sharif
Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[63]Steven Sharif
  • Anteriormente, los desarrolladores no habían completado los detalles de los sistemas de bloqueo activo y se decantaban por una mitigación del daño universal más tradicional orientada a los buff para el MMO, además de considerar la interacción entre el bloqueo basado en acciones y una estadística de bloqueo pasivo.[64][65]

Class kits

Template:Class kits

RNG

Los elementos RNG están relacionados con el combate con estadísticas como Golpe Crítico, Evasión o Posibilidad de Bloqueo.[67]

RNG is always going to play a role in Ashes of Creation whether that be in PvP or PvE, but one way to mitigate that is through the action system. The action system is going to be far less sort of dependent on those dice rolls and there'll be far more in your own hands. They won't ever completely eliminate that but it's a way for us to sort of reward skilled play versus sort of tactical strategies type play.[68]Jeffrey Bard

Cleaving

Cono de ataque in Alpha-1.[9]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[9]Steven Sharif

Todas las armas tienen un cono delantero de ataque, independientemente de que estén en tab target o action combat.[9]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[9]Steven Sharif

Se describe como un ataque de arma, no como una habilidad activa.[9]

Cancelación de animaciones

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

Weapon swapping

There will be a loadout system that you can use in your inventory to help manage those different types of set that you can customize. So you can do a simple hotkey press and be able to swap your armors, out of combat of course, with a single button click.[73]Steven Sharif
  • Switching weapons is possible while in combat but armor cannot be swapped while in combat.[79][80][81][14][82][83][84]
    • Previously it was stated that swapping weapons (from inventory) into a hand or range slot is not possible in combat.[81] Prior to this, weapon swapping was said to be subject to a cooldown period (in the range of a few seconds) following any damage taken or done by the player.[85][86]
You may not swap armor when you're in combat, but you may swap your weapons; and there's obviously a few reasons of why this can be important: We're a itemization agnostic class design, so players equip with items that there are most necessary based on the adversary or the challenge that they're facing; and so we want that to be available for players to swap with weapons.[80]Steven Sharif

Colisiones

En Ashes of Creation hay mecánicas de colisión tanto de jugadores como de hechizos.[87]

  • 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.[88][87]

Ver además

Referencias

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