Armas
Las armas determinan el daño que produce un jugador junto con otras condiciones y estadísticas.[2][3]
- Dependiendo del tipo de arma cambiará la sensación, el ritmo, la velocidad y otros aspectos del combate. Se puede conseguir una mayor especialización dentro del árbol de habilidades de cada arma.[2][4][5][6][7][8][9]
- Algunas habilidades a distancia o cuerpo cuerpo necesitan que el jugador tenga equipado un arma específica. Las armas que están equipadas en los espacios para arma a distancia o de mano izquierda del personaje se intercambiarán automáticamente cuando lo requiera la habilidad.[10][11][12]
- Los jugadores podrán seleccionar que arma quieren usar como arma principal para los ataques básicos.[10]
- Some abilities will require that certain pieces of equipment are equipped.That's true for melee abilities like a shield bash requiring a shield to be equipped, or certain ranged abilities requiring a ranged weapon to be equipped as well. It's important to note that as part of the Ashes of Creation paper doll, you have a melee main hand, an offhand slot, and then you have a ranged slot as well, so you don't have to switch between weapons per-se if you execute an ability that requires a ranged weapon, but if you have your melee weapon out it will automatically swap to the range weapon and use the ability and then back to your melee weapon for your basic attack should you choose; and then you can select which weapon you want to have available your melee or your range for the basic attack and you can swap between those two even in combat, but they're they're still equipped.[10] – Steven Sharif
- Los desarrolladores están pensando usar consumibles/bufos de un solo uso que se podrán aplicar a las armas y aplicar ciertos efectos temporales a los ataques básicos.[13]
Diferentes tipos de armas ofrecen diferentes habilidades pasivas y diferentes efectos por probabilidad (procs) dentro del árbol de habilidades del arma así como diferentes estadísticas.[15]
- Hachas (A una y dos manos).[16]
- Arcos.[16]
- Garrotes.[17]
- Ballestas.[18]
- Dagas.[16]
- Martillos.[19][20]
- Lanzas de caballería.[21]
- Mazas (A una y dos manos).[16]
- Orbes.[16]
- Polearms/Halberds.[16]
- Lanzadores de pociones (probablemente).[18][22]
- Cetros.[23]
- Escudos.[16]
- Lanzas (A una mano).[24][25]
- Libros de hechizos.[16]
- Bastones.[16]
- Espadas/Estoques (A una y dos manos).[16][26]
- Varitas.[27]
Hay una diferencia clara entre las armas cuerpo a cuerpo y las armas a distancia.[16]
Class weapons and armor
Las armas y armaduras no estan limitadas por tu clase, pero ciertas clases son mas eficientes con ciertos tipos de armas o armaduras.[28][29] Ciertas habilidades requieren que ciertos objetos estén equipados.[30]
- Las armas están diseñadas para ser "agnósticas" de cierta manera, en el sentido que el jugador puede hallar la forma en la que un arma sea utilizada por diferentes clases. No sólo el pícaro será capaz de usar dagas. Porque si aplicas este tipo de restricciones, se hace más difícil que la economía tenga una buena sostentabilidad a través del mercado de objetos.[31] – Steven Sharif
- P: Habíamos declarado que íbamos a permitir que las personas usaran cualquier combinación de clases, que serían ambos arquetipos juntos, pudiendo usar cualquier arma. ¿Vemos problemas que podrían ocurrir con eso, por ejemplo, como un bow tank (tanque que use un arco), un orb tank (tanque que usa un orbe) o cosas similares- habrá alguna extrañeza allí, o hay problemas que primero están previendo en el futuro?
- R: Estamos dando mucha flexibilidad a los artesanos en nuestro juego. Ayudan a definir el bloque de estadísticas que tiene un objeto, arma o equipo en particular; y ese bloque de estadísticas puede ser relevante para cualquier combinación de clase o arquetipo en particular. Entonces, en ese sentido, la idea es no ver ninguna extrañeza allí o no ver ningún elemento que disuada a una persona de esa perspectiva de personalización.[32] – Steven Sharif
Armas y armaduras raciales
Las armas y armaduras no están bloqueadas por raza, pero la armadura cambiará en función de la apariencia de la raza.[36][37][38]
- La personalización del equipo en funciónd e la raza se centra en las armaduras, no en los accesorios o armas. Los modelos visuales de las armas y accesorios serán muy parecidos sino iguales entre todas las razas[39] – Steven Sharif
- La apariencia según raza del equipo está enfocado en la armadura, no en las armas.Las armas no cambiarán su diseño aunque si que escalarán su tamaño en función de la raza.[40][39]
La personalización del equipo por raza está más concentrado en los sets de armaduras más que en las armas. Las armas, desde el punto de vista de los modelos de juego, serán prácticamente iguales entre las razas.[39] – Steven Sharif
Digamos que, por ejemplo, posees el set Águila o algo parecido: El set Águila tiene un arte y un tema de diseño que incluirán ciertos complementos en la armadura. Esto incluirá una paleta de colores y un tema. Tendrá ciertos aspectos que lo definen como el set Águila. Sin embargo, cuando un elfo o un orco se pongan este set, obviamente tienes dos culturas muy distintas y no queremos pisotear esa cultura asignándole un aspecto de facto: "Este es el set Águila y así es como se ve para todos". Nosotros queremos que las influencias culturales jueguen un rol en cómo se ve el set.[39] – Steven Sharif
- La apariencia racial de los sets de equipo está vinculada a la raza del personaje.[41]
Cuando preguntan "¿qué pasa si soy un orco pero quiero verme como un elfo y que mi set Águila tenga representación élfica?" Bueno, ahí el problema es que los orcos tienen un modelo orgánico diferente. Sus cuerpos son diferentes a los de los elfos. Entonces, desde un punto de vista de alcance, es una cosa añadir las diferentes influencias culturales a una armadura; y otra distinta es adaptar cada influencia para que pueda ser utilizada de forma universal. Desde una perspectiva de trabajo, es una tarea muy difícil de tomar para los artistas de personaje. Así que en vez de eso, nos decidimos por nuestro enfoque actual, con el fin de facilitar cierta variedad de representación cultural entre las razas, a la vez que permitimos que compartan distintos bienes como las armaduras, a las cuales les dimos representaciones distintivas de cada raza.[41] – Steven Sharif
Ashes of Creation Apocalypse weapons
Ashes of Creation Apocalypse weapons each have an associated ability. Each weapon has three different tiers.[44] Ranged weapons are currently hitscan based, with the exception of Nightfall, which is projectile-based. Melee weapons are currently cone hitscan based.[45]
- APOC:Archmage's Companion
- APOC:Bonesmasher
- APOC:Bronze Axe
- APOC:Crossbow of Revealing
- APOC:Firefrost
- APOC:Greatsword of Haste
- APOC:Grimoire of the Fallen Sky
- APOC:Lifebringer
- APOC:Longbow of Miasma
- APOC:Nightfall
- APOC:Paladin's Might
- APOC:Rusty Sword
- APOC:Spiritpierce
- APOC:Stillblade
- APOC:The Drifter
- APOC:The Silencer
- APOC:Thundering Mace
- APOC:Wand of Light
Ashes of Creation Apocalypse weapon appearances
- No results -
Ashes of Creation Apocalypse weapon rarities
Ashes of Creation Apocalypse weapons and abilities get better with each tier.[44]
Ashes of Creation Apocalypse weapon skills
- None -
Ashes of Creation Apocalypse active blocking
El bloqueo activo es una habilidad universal que pueden utilizar todas las clases.[50][51][48][52]
- 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.[51] – Steven Sharif
- Los escudos on mejores para el bloqueo activo, pero cualquier arma cuerpo a cuerpo también se puede utilizar para bloquear con una mitigación menor.[50][48]
- 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.[55] – 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.[56][57]
- El escudo del Paladin's Might en Ashes of Creation Apocalypse tenía su propia casilla de impacto y puntos de vida (PV), que podían bloquear proyectiles de forma activa.[58]
Gear slots
There are multiple gear slots in Ashes of Creation.[60]
- 3 Belt slots.[60]
- 1 Mainhand slot equips a player's primary weapon.[61][10][11][65][12][64]
- 1 Offhand slot can equip shields, spell focuses, sigils, and dual weapons.[61][66][64]
- 1 Potion/Pouch/Scroll slot.[63][67]
- 8 Armadura slots.[60][68]
- 5 Jewelry slots.[60]
- 3 Artisan gear slots.[76][60][77]
- 1 Artisan tool slot is used to equip gathering tools.[78]
- There may be a specific slot for musical instruments, but this has not been finalized yet.[79]
- Previously it was stated there were 16 gear slots.[68]
- Equipo is not subject to inventory weight limits.[80]
Ranged weapons
A character may equip up to two hand weapons and also wear a ranged weapon on their back.[11][12][64]
- Characters performing ranged abilities will switch to the ranged weapon, then can switch back to the melee weapon and shield or two-handed melee weapon.[11][12]
- There will be a setting to determine if the ranged weapon or main/offhand is the primary weapon to use for Q or left-mouse-button basic attacks.[11][12]
- Rangers do not have a minimum distance requirement for using their ranged weapons.[82] Previously rangers were intended to have a minimum distance requirement.[83]
- Instead of a minimum range requirement, certain Ranger skills, such as Thundering Shot, currently have variable effects conferred at different ranges.[84]
- Some Habilidades del ranger require a bow to be equipped.[85]
Melee weapons
Melee weapons and abilities have a maximum range of effect.[87][83]
Dual wielding
Dual wielding will be permitted for selected one handed weapons.[89][90]
- Dual weapons are treated as single items that when equipped will occupy both main and off-hand gear slots.[91][89]
- There is a limited selection of weapons that can be dual wielded.[89]
- Escudos cannot be dual wielded.[92][90]
- Great swords probably can't be dual wielded.[93]
- Q: How will animations work while dual wielding weapons of A) a different type, for example an axe and a dagger; or B) different weapon speeds?
- A: Dual weapons will have their own animation sets; and... there will be a limited selection of which weapons can be dual weapons. Players will make that selection. They'll create those dual weapons as as bespoke single items that when equipped will occupy both the main and offhand; and then how we handle the attack speeds is we offer animations at a particular speed and then we adjust that with a modifier based on whatever is influencing that: either increase or slow down in speed.[89] – Steven Sharif
Weapon swapping
- It is possible to store and swap gear loadouts with a single hotkey button press when out of combat.[80][60][95]
- 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.[80] – Steven Sharif
- Artisan gear and adventuring gear do not need to be swapped for either to be effective when they are equipped on a character.[96][76][77]
- Switching weapons is possible while in combat but armor cannot be swapped while in combat.[61][97][98][10][11][12][99]
- 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.[97] – Steven Sharif
Armas de fuego y pólvora
Las armas de fuego (pólvora negra) no estarán presentes en Ashes of Creation.[104][105]
- Los barcos emplearán una versión más grande del lanzador de pociones en lugar de cañones. Estos cañones podrán ser equipados con diferentes pociones que tendrán diferentes efectos.[103]
- I previously said there was not going to be gunpowder in Ashes. What there will be is something very similar to gunpowder but has a more arcane nature to it. It's not necessarily going to be explainable through the conventional means of chemistry, metallurgy, and physics and what not, but rather the Essence is the core component of many types of magic, one of which is obviously going to be evocation type magic; and that evocation can have some explosive tendencies.[104] – Steven Sharif
El armamento como los lanzadores de pociones, armas de asedio y las armas utilizadas en el combate naval están basadas en las artes arcanas .[103][104][106]
As we said in the past, were not really about that black powder life. Instead it's really going to be focused on the arcane arts: The elements; the use of radiance and darkness; and then those being employed in larger weaponry, such as the type of siege weaponry between ship battles as well as those and sieges. A potion launcher is an example of the arcane energies that can be mastered in order to facilitate these highly destructive alchemical blends that can be created.[106] – Steven Sharif
Progresión de armas
Las armas tienen su propio progreso.[9][109]
- Cada tipo de arma tiene su propio árbol de habilidades que ofrece habilidades pasivas y procs así como efectos de estado.[110][2][4][5][65][6][8][7][9][111][112]
- El sistema combinado de las armas determinan los efectos especiales que se activan en función de la progresión del arma.[9][112]
- Procs de efectos secundarios basados en los tipos de encantamientos.[112]
- Se pueden aplicar mejoras de equipos (piedras de poder) para añadir daño de tipo elemental o de energía.[112]
- Las armas duales tendrán su propia progresión según el tipo de arma.[113]
- El "dominio" de las armas (basado en el uso continuado de la misma) no es una característica planificada.[111]
- 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.[111] – 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.[112] – Steven Sharif
Gear enhancement
Las mejoras de equipo (piedras o runas de poder) se pueden aplicar a armas para añadir elementos o tipos de daño.[112][114]
- Las mejoras de equipo no aumentan el requisito de nivel del objeto .[115]
We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that thing.[114] – Jeffrey Bard
- La progresión en varios sistemas Pvp desbloqueará piedras de mejora que otorgan al equipo beneficios temporales centrados en PvP (mediante un sistema de engarce).[116] El rendimito se mide en temporadas PvP de 6 meses.[117]
It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[116] – Steven Sharif
Enchanting
Enchanting is not an artisan profession in its own right. Escribas create scrolls that can be utilized by different professions to create enchantments relating to that profession.[118][119]
- Enchantment scrolls can be sold on the open market.[120][118][121]
- Enchanting does not increase an item's level requirement.[115]
- You don't really push a particular item's level requirement or the identity of that item. You can enhance it, you can add enchantments to it, but it's still the item it is.[115] – Steven Sharif
Escalada de poder
Los desarrolladores pretenden limitar el aumento de poder mediante la degradación de objetos, la falta de vinculación de equipo, y la ausencia de pay-to-win o pay-to-convenience.[108]
Ashes of Creation Apocalypse weapon skills
Armas and Armadura are tied to skills in Ashes of Creation Apocalypse.[122]
- Swapping between weapons will allow players to access the different skills on their hotbar.[122]
- Certain armor pieces have utility and defensive skills, such as like Camouflage, Polymorph and Battlefield wall.[122]
- Weapons are tied to one specific skill in early testing, but this may change.[123]
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.[122] – 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.[122] – Steven Sharif
Class kits
Weapon use ability
A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[124][126][127][4][9][128][129]
- The combo system consists of a sequence of combat animations based on the weapon type, referred to as a combat animation montage.[65]
- Combos are triggered by performing basic weapon attacks (default Q or left-mouse-click).[130]
- 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.[65] – Steven Sharif
- The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[131][132]
- We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[131] – Brian Ferguson
- Depending on class skill choice these effects will have synergy with the combat montage.[65]
- 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.[65] – Steven Sharif
- Progresión de armas such as set bonuses may change at what level any proc effects occur and therefore enable different combo rotations.[65]
- 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.
- Weapon skill choices and rotations will vary based on whether the player is more focused on Pvp or PvE.[65]
- 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.[65] – Steven Sharif
- Using a skill/ability other than a basic attack will in general reset the combo.[130]
- The developers are considering specific abilities that might be able to be used without resetting the combo system.[130]
- 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.[9] – Steven Sharif
Weapon use ability status
Template:Weapon use ability status
Objetos legendarios
Hay una pequeña probabilidad (RNG) de saquear objetos raros y legendarios o materiales de artesanía (crafting) de los enemigos en función del nivel, el estado y el tipo de enemigo. Esto también se aplica a la obtención de recursos con una profesión de recolección.[133]
- Hay muchas más probabilidades de que caigan materiales y recetas únicas que puedan usarse para fabricar objetos de valor equitativo.[134][135][136]
- El equipo legendario solo se obtiene de los jefes de mundo legendarios.[137]
- El equipo legendario tendrá una mejora aproximada de entre el 6 y el 12% en las estadísticas básicas, sujeta a pruebas y equilibrado..[138]
At each stage from Gatherer to Processor to Crafter you are required to have certain prerequisites before those elite types of materials can be essentially gathered, processed, or crafted.[135] – Steven Sharif
- Los recolectores deben tener herramientas de alta calidad para recolectar recursos raros .[135]
- Los procesadores deben tener edificios de procesamiento de alto nivel en sus parcelas (freehold) para producir materiales raros.[135]
- Los artesanos también deben cumplir ciertos requisitos para fabricar equipo legendario .[135]
The amount of effort needed and interdependencies across the different types of players – between raiders and PvPers and crafters and even role players and the taverns and businesses: the processors and gatherers – all of those systems will likely have a component that lends toward creating or crafting that legendary item... We want to stay away from the highly RNGd system, and instead take our multiple progression paths that we are offering the players and put the construction components for achieving these legendary items within them so it encourages communities to work together because it's going to be difficult for just one person by themselves to gather everything. Not to say that they couldn't in an economic sense, by buying those components, that's possible. But achieving them from a time investment standpoint we want it to be considerably less RNG focussed.[136] – Steven Sharif
Algunos objetos legendarios pueden estar limitados a uno por servidor en todo momento.[139][140]
- Si el personaje del jugador abandona el servidor, el objeto volverá a estar disponible para su adquisición a través de cualquier medio por el que se adquirió anteriormente.[139]
There are absolutely legendary items and they're not items that are attained easily nor are they granted out in a volume. There might even be items that are single items that will exist on the server at any given time.[140]
Un arma legendaria se distingue facilmente por su estética visual.[136]
It will be a very ornate and detailed weapon, more so than any other weapon or piece of equipment in the game. It will also include some awesome looking effects that won't too gaudy, they won't be too bright and shiny so that it doesn't look good, but they will be subtle and people will notice it and know wow that guy has this weapon.[136] – Steven Sharif
Los objetos legendarios no están diseñados para ser temporales.[141]
- Una excepción destacable son las monturas reales.[142]
The fact there is only one of them... or very very few of them depending on what it is. I think that in and of itself is a balance component right and you need to make sure that the players who are striving for those legendary things and who are devoting the time energy, resources in order to achieve them are accurately rewarded... We do not intend on having legendary items that are temporary.[141] – Steven Sharif
El descubrimiento de objetos legendarios desbloqueará más capítulos del Lore.[143]
Gear sets
Gear sets (also known as tier sets) are a part of Ashes of Creation.[148][147][149]
- Q: How often will armor be part of an entire armor set with other cosmetically matching pieces versus unique armor pieces that don't match or go along with anything else in the game?
- A: There is a balance of both set pieces and non-set pieces and usually you're going to see at higher grades within a tier are going to be more predominantly set driven; and the lower interstitial power levels of the gear for that tier are the potentially bespoke pieces; and obviously those pieces are catered around a number of different interactions, such as ones you get from quests, ones that you get from drops, ones that you can craft, ones that you get from legendary bosses, ones that you get from guild-oriented tasks, or in-game favor and unique currencies. So there's different types of acquisition models and each of them has a spattering of either bespoke pieces or set-oriented pieces; and there are even varying levels of set pieces as well. So you might have a full eight piece set, or a three-piece set, or a five piece set, depending on where it lives within the tier.[148] – Steven Sharif
- Players gain bonuses depending on the number and tier of pieces they have equipped.[148][147][149]
- An overarching set effect is granted to wearers of exclusively one "type" of armor, for example: all cloth, or all plate.[150]
- There may be set bonuses that members of certain communities will obtain based on gear set type.[148][149]
- Set bonuses will not provide new abilities, but certain higher-end weapons and armor will have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[151]
- Apariencia racial of gear sets is tied to the character model of that race.[41]
- It will be possible to store and swap gear loadouts with a single button press when out of combat.[80][60][95]
- Approximately 49 unique gear sets were obtainable in Alpha-1 from crafting, quests, drops and exploration.[152] These were unique sets with different stats, but some may be similar in appearance.[152]
- Certain set bonuses may trade off core gear stats.[153]
- There are passive abilities that can be chosen to become more adept with certain set types.[149]
- There will be viable non-set builds.[153]
Apariencia del equipo
Se pretende que el equipo tenga una apariencia realista.[155][156]
- Mo habrá armas sobredimensionadas.[157]
- Las armaduras no tendrán un aspecto excesivamente sexual.[156]
- I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a an immersive issue.[155] – Steven Sharif
- There might be sliders, but there are not gonna be naked sliders.[158] – Steven Sharif
Las armaduras adoptarán unaapariencia racial.[39] Las armas escalarán su tamaño en función de la raza.[40]
Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo.[159] – Steven Sharif
- Los cosméticos pueden ser usados por todas las razas, pero puede que haya ligeros cambios para que se vean bien con las diferentes complexiones corporales de cada raza.[160]
Los jugadores pueden cambiar el color del equipo usando tintes.[161][162]
Se puede configurar que se vea el casco o no.[69]
Los "efectos de partículas" se usan para denotar la importancia y la rareza de algunas armas.[164]
Los artesanos pueden influir en el aspecto de los objetos que crean.[165][166]
Las armas se pueden enfundar.[167]
Ashes of Creation Apocalypse weapon variants
The first chapter of Apocalypse is The Exodus. It takes part in the initial stages of the fall and sets the scene for upcoming chapters.[169]
- Between 15 and 20 cosmetic rewards are earnable in every chapter.[170]
- Daily and weekly quests will allow players to gain up to 50 levels (matching the intended level cap for the Ashes of Creation MMORPG).[171]
- Advancing through these levels allows players to unlock unique cosmetic rewards, such as weapon skins.[168][171]
You're going to have an adventuring path and that adventuring path is going to come with weekly quests and daily quests that you can participate in that will be available for the Castle sieges for the Horde and for the Battle Royale; and as you complete these quests you're going to gain experience; and right now you have up to 50 levels, which matches the intended cap for Ashes of Creation. Fifty levels of the adventure path that you can advance in; and as you advance in each of these levels you're going to be unlocking certain assets, such as these weapon skins. Now the great thing about player's progress in Apocalypse is that you will share the same account from Apocalypse to Ashes of Creation the MMORPG and anything that you earn in Apocalypse will be in Ashes of Creation the MMORPG- a unique as a skin exactly: A skin that you will have access to for helping us test write Apocalypse and preparing these different Alpha and Beta stages for Ashes of Creation.[171] – Steven Sharif
Kickstarter weapon skins
Kickstarter backers will receive a unique weapon skin.[172]
- Usable on all types of weapons.
- Include subtle and tasteful glow/particle effects.
Summoned weapons
- Las clases con invocador como clase secundaría podría ofrecer habilidades aumentadas que invoquen armas. Estas armas invocadas no se pueden equipar.[173]
- La palabra "equipar" solo se utiliza para los objetos. Actualmente no hay planes para incluir objetos de invocación en el inventario de un jugador o en sus ranuras de personaje. Sin embargo, podría ser posible cambiar la apariencia y el tipo de daño de un arma mediante el uso de un hechizo.[174]
- Hay armas invocadas que aparecen como un hechizo VFX para dañar a los oponentes durante un periodo de tiempo.[175] No se podrán empuñar, ya que su uso implica tener un objeto en la ranura de equipo del personaje.[176]
Artwork
Ver además
Referencias
- ↑ Vídeo, 2019-05-28 (3:40).
- ↑ 2.0 2.1 2.2 2.3 Transmisión en vivo, 2022-09-30 (53:15).
- ↑ Transmisión en vivo, 2017-06-30 (27:05).
- ↑ 4.0 4.1 4.2 Transmisión en vivo, 2022-09-30 (43:45).
- ↑ 5.0 5.1 Vídeo, 2022-09-30 (24:49).
- ↑ 6.0 6.1 Entrevista, 2021-02-07 (49:18).
- ↑ 7.0 7.1 Entrevista, 2020-07-18 (1:07:51).
- ↑ 8.0 8.1 Entrevista, 2020-07-19 (53:59).
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 Transmisión en vivo, 2020-01-30 (1:28:40).
- ↑ 10.0 10.1 10.2 10.3 10.4 Transmisión en vivo, 2022-09-30 (49:16).
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 Pódcast, 2021-09-29 (40:50).
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 Entrevista, 2018-05-11 (16:32).
- ↑ Transmisión en vivo, 2022-09-30 (46:17).
- ↑ Transmisión en vivo, 2022-09-30 (1:05:25).
- ↑ Transmisión en vivo, 2022-10-14 (18:34).
- ↑ 16.00 16.01 16.02 16.03 16.04 16.05 16.06 16.07 16.08 16.09 16.10 Transmisión en vivo, 2017-05-24 (14:15).
- ↑
- ↑ 18.0 18.1 Transmisión en vivo, 2018-05-04 (33:56).
- ↑ Vídeo, 2020-03-23 (0:41).
- ↑ Transmisión en vivo, 2017-07-28 (45:21).
- ↑
- ↑ Transmisión en vivo, 2020-04-30 (1:26:15).
- ↑ Transmisión en vivo, 2018-05-04 (33:27).
- ↑ Transmisión en vivo, 2019-09-27 (1:06:44).
- ↑ Transmisión en vivo, 2017-05-24 (18:40).
- ↑
- ↑ Transmisión en vivo, 2017-12-15 (59:49).
- ↑
- ↑
- ↑ Transmisión en vivo, 2018-02-09 (47:05).
- ↑ Transmisión en vivo, 2018-05-04 (45:37).
- ↑ Transmisión en vivo, 2022-06-30 (55:31).
- ↑ Vídeo, 2020-09-30 (2:44).
- ↑ Transmisión en vivo, 2020-09-30 (47:47).
- ↑ Transmisión en vivo, 2019-07-26 (54:06).
- ↑ Transmisión en vivo, 2022-03-31 (4:57).
- ↑ Transmisión en vivo, 2017-05-26 (44:11).
- ↑ Transmisión en vivo, 2017-05-26 (20:46).
- ↑ 39.0 39.1 39.2 39.3 39.4 Pódcast, 2018-08-04 (53:43).
- ↑ 40.0 40.1 Transmisión en vivo, 2022-10-28 (1:41:06).
- ↑ 41.0 41.1 41.2 Pódcast, 2018-08-04 (55:17).
- ↑ Transmisión en vivo, 2018-12-06 (30:12).
- ↑ Longsword Skins.
- ↑ 44.0 44.1 Transmisión en vivo, 2018-09-27 (22:02).
- ↑ Entrevista, 2019-01-25 (11:21).
- ↑ 46.0 46.1 46.2 Entrevista, 2018-10-20 (2:24:21).
- ↑ 47.0 47.1 Vídeo, 2023-01-27 (35:51).
- ↑ 48.0 48.1 48.2 Vídeo, 2022-12-02 (34:41).
- ↑ 49.0 49.1 49.2 Vídeo, 2022-12-02 (16:55).
- ↑ 50.0 50.1 Transmisión en vivo, 2023-01-27 (1:06:02).
- ↑ 51.0 51.1 51.2 51.3 Vídeo, 2023-01-27 (40:24).
- ↑ Transmisión en vivo, 2021-11-19 (50:38).
- ↑ Transmisión en vivo, 2023-01-27 (15:22).
- ↑ Transmisión en vivo, 2022-12-02 (1:05:08).
- ↑ Transmisión en vivo, 2023-01-27 (1:13:29).
- ↑ Transmisión en vivo, 2021-09-24 (1:22:46).
- ↑ Transmisión en vivo, 2020-06-26 (1:19:50).
- ↑
- ↑ Vídeo, 2024-03-29 (35:39).
- ↑ 60.00 60.01 60.02 60.03 60.04 60.05 60.06 60.07 60.08 60.09 60.10 60.11 60.12 60.13 60.14 60.15 60.16 60.17 60.18 60.19 60.20 Transmisión en vivo, 2023-02-24 (46:15).
- ↑ 61.0 61.1 61.2 61.3 Transmisión en vivo, 2024-03-29 (1:55:14).
- ↑ 62.0 62.1 62.2 Transmisión en vivo, 2023-04-28 (1:08:55).
- ↑ 63.0 63.1 63.2
- ↑ 64.0 64.1 64.2 64.3 64.4 64.5 64.6
- ↑ 65.0 65.1 65.2 65.3 65.4 65.5 65.6 65.7 65.8 Pódcast, 2021-09-29 (47:57).
- ↑ Transmisión en vivo, 2023-05-31 (48:11).
- ↑
- ↑ 68.0 68.1 Transmisión en vivo, 2017-07-28 (24:54).
- ↑ 69.0 69.1
- ↑ 70.0 70.1 70.2 70.3 Transmisión en vivo, 2018-02-09 (7:31).
- ↑
- ↑ 72.0 72.1 Transmisión en vivo, 2017-07-28 (31:30).
- ↑
- ↑ Alpha-1 screenshot.
- ↑ Alpha-1 screenshot.
- ↑ 76.0 76.1 Vídeo, 2023-11-30 (19:06).
- ↑ 77.0 77.1 Transmisión en vivo, 2022-06-30 (1:17:34).
- ↑ Vídeo, 2023-11-30 (9:36).
- ↑ Transmisión en vivo, 2023-09-29 (1:08:25).
- ↑ 80.0 80.1 80.2 80.3 Entrevista, 2023-09-10 (47:13).
- ↑ Transmisión en vivo, 2023-12-19 (1:40:53).
- ↑
- ↑ 83.0 83.1 Transmisión en vivo, 2017-06-30 (47:14).
- ↑ Transmisión en vivo, 2023-12-19 (1:53:41L5DeC8wIcuM).
- ↑ Transmisión en vivo, 2023-12-19 (1:20:41).
- ↑ 86.0 86.1 Transmisión en vivo, 2022-12-02 (1:12:19).
- ↑ Vídeo, 2023-07-28 (23:28).
- ↑ Transmisión en vivo, 2020-01-30 (35:12).
- ↑ 89.0 89.1 89.2 89.3 Transmisión en vivo, 2022-09-30 (1:13:23).
- ↑ 90.0 90.1 Transmisión en vivo, 2017-06-16 (40:06).
- ↑ Transmisión en vivo, 2023-05-31 (1:12:58).
- ↑
- ↑ Transmisión en vivo, 2017-07-28 (33:36).
- ↑ Transmisión en vivo, 2023-04-28 (39:06).
- ↑ 95.0 95.1 Transmisión en vivo, 2021-11-19 (40:53).
- ↑ Transmisión en vivo, 2023-11-30 (1:37:49).
- ↑ 97.0 97.1 Transmisión en vivo, 2023-04-28 (51:16).
- ↑ 98.0 98.1 Transmisión en vivo, 2022-09-30 (51:09).
- ↑ Transmisión en vivo, 2017-07-28 (34:32).
- ↑ Entrevista, 2020-07-18 (1:03:45).
- ↑ Transmisión en vivo, 2019-05-30 (1:15:58).
- ↑ Ashes of Creation Store: The Gilded Galleon.
- ↑ 103.0 103.1 103.2 Pódcast, 2021-09-29 (56:50).
- ↑ 104.0 104.1 104.2 104.3 Pódcast, 2020-11-15 (22:22).
- ↑ Transmisión en vivo, 2017-06-16 (43:01).
- ↑ 106.0 106.1 106.2 106.3 Entrevista, 2018-08-17 (17:57).
- ↑ Transmisión en vivo, 2021-04-30 (53:08).
- ↑ 108.0 108.1 Entrevista, 2018-10-20 (2:53:52).
- ↑ Transmisión en vivo, 2018-05-04 (45:37).
- ↑ Transmisión en vivo, 2022-06-30 (1:12:38).
- ↑ 111.0 111.1 111.2 February 8, 2019 - Questions and Answers.
- ↑ 112.0 112.1 112.2 112.3 112.4 112.5 Transmisión en vivo, 2018-06-04 (1:11:19).
- ↑ Transmisión en vivo, 2021-06-25 (1:29:39).
- ↑ 114.0 114.1 Transmisión en vivo, 2018-06-04 (21:37).
- ↑ 115.0 115.1 115.2 Transmisión en vivo, 2021-03-26 (1:15:57).
- ↑ 116.0 116.1 116.2 116.3 116.4 Entrevista, 2020-07-18 (14:22).
- ↑ Entrevista, 2020-07-18 (16:34).
- ↑ 118.0 118.1 Transmisión en vivo, 2022-05-27 (1:20:00).
- ↑ Transmisión en vivo, 2017-05-26 (51:37).
- ↑ Transmisión en vivo, 2023-11-30 (1:38:47).
- ↑ Transmisión en vivo, 2017-05-17 (58:55).
- ↑ 122.0 122.1 122.2 122.3 122.4 Entrevista, 2018-08-17 (6:53).
- ↑ Entrevista, 2018-08-17 (7:52).
- ↑ 124.0 124.1 Vídeo, 2024-03-29 (50:16).
- ↑ Vídeo, 2024-03-29 (57:52).
- ↑ Vídeo, 2023-12-19 (10:08).
- ↑ Vídeo, 2023-04-28 (15:35).
- ↑ Transmisión en vivo, 2018-01-18 (22:46).
- ↑
- ↑ 130.0 130.1 130.2 Transmisión en vivo, 2020-02-28 (1:10:21).
- ↑ 131.0 131.1 Vídeo, 2023-12-19 (8:37).
- ↑ Transmisión en vivo, 2021-09-24 (1:19:17).
- ↑ Entrevista, 2020-07-18 (1:00:15).
- ↑ Entrevista, 2020-07-19 (8:43).
- ↑ 135.0 135.1 135.2 135.3 135.4 Entrevista, 2020-07-20 (21:57).
- ↑ 136.0 136.1 136.2 136.3 Transmisión en vivo, 2018-04-8 (PM) (55:49).
- ↑ Transmisión en vivo, 2020-07-25 (46:08).
- ↑ Transmisión en vivo, 2021-03-26 (1:02:06).
- ↑ 139.0 139.1 Transmisión en vivo, 2022-03-31 (1:15:02).
- ↑ 140.0 140.1 Transmisión en vivo, 2017-05-15 (38:08).
- ↑ 141.0 141.1 Transmisión en vivo, 2018-07-09 (25:34).
- ↑ Transmisión en vivo, 2018-04-8 (PM) (51:49).
- ↑ Transmisión en vivo, 2017-05-19 (44:18).
- ↑ Transmisión en vivo, 2023-06-30 (1:30:40).
- ↑ Pódcast, 2018-08-04 (59:58).
- ↑ Vídeo, 2023-01-27 (45:46).
- ↑ 147.0 147.1 147.2 Transmisión en vivo, 2020-11-30 (54:29).
- ↑ 148.0 148.1 148.2 148.3 148.4 Transmisión en vivo, 2023-07-28 (1:22:48).
- ↑ 149.0 149.1 149.2 149.3 Transmisión en vivo, 2017-11-17 (22:33).
- ↑ Entrevista, 2020-07-18 (1:02:08).
- ↑ Transmisión en vivo, 2023-09-29 (1:15:47).
- ↑ 152.0 152.1 Transmisión en vivo, 2021-04-30 (41:18).
- ↑ 153.0 153.1 Transmisión en vivo, 2017-11-17 (56:07).
- ↑ 154.0 154.1 Transmisión en vivo, 2020-05-29 (50:20).
- ↑ 155.0 155.1 Transmisión en vivo, 2017-05-26 (19:51).
- ↑ 156.0 156.1 Reddit Q&A, 2019-01-8.
- ↑
- ↑ 158.0 158.1 Transmisión en vivo, 2021-12-23 (1:34:07).
- ↑ Transmisión en vivo, 2021-09-24 (1:25:27).
- ↑
- ↑ Transmisión en vivo, 2017-07-18 (54:56).
- ↑ Transmisión en vivo, 2017-07-28 (9:47).
- ↑ Transmisión en vivo, 2020-10-30 (1:13:22).
- ↑
- ↑ Transmisión en vivo, 2020-11-30 (1:05:22).
- ↑ Transmisión en vivo, 2017-05-24 (24:19).
- ↑ Transmisión en vivo, 2017-09-03 (48:56).
- ↑ 168.0 168.1 2018-12-08 Newsletter.
- ↑ Transmisión en vivo, 2018-12-06 (28:45).
- ↑ Transmisión en vivo, 2018-12-06 (33:55).
- ↑ 171.0 171.1 171.2 Transmisión en vivo, 2018-12-06 (26:12).
- ↑ May The 4th, Be With You... And also some skins.
- ↑
- ↑
- ↑
- ↑