Mobility

Fonte: Ashes of Creation Wiki
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Revamped Alpha-1 Mage Fireball ability.[1][2]

The general approach that we're taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's the general design philosophy we're using to approach the overhaul.[1]Tradd Thompson

A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[3]Steven Sharif
  • Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[3][8]
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.[8]Steven Sharif
  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[11][12]
    • Crouching may or may not be in the game.[13][14]
  • The ability to prone is not be in the game.[13][14]
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.[16]Steven Sharif
If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[17]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.[18]Steven Sharif
info-orange.pngEsta seção contém informações das fases iniciais de teste. Ele será atualizado assim que novas informações forem disponibilizadas.
Skill Icon Base skill
Air Strike Air Strike New.png 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.[19] The root effect is nature based.[20]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[21][22]
Call of the Wild Call of the Wild Icon.png Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[23]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[24]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[25]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[26]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[27][28] An ally is defined as any non-combatant player or non-mob NPC.[29]

Combat revamp

4K Alpha-1 preview open world Pvp (2v2).[30]

Todos vocês que estão esperando para ver todas essas mudanças, lembrem-se de que são mudanças iterativas e que elas são meio que implementadas em diferentes fases. Portanto, vocês vão ver o aspecto inicial delas e não esperam que elas sejam totalmente polidas ou que todas as animações ainda tenham sido adaptadas.[2]

Um sistema de combate remodelado estará pronto para ser testado no teste prévio do Alpha-1 em Março e Abril.[31]

  • O objetivo é dar mais controle ao jogador e conseguir um fluxo mais fluido de combate.[1]
  • Esta reformulação não representará a forma final de combate, mas definirá a direção geral que o combate estará tomando.[31]
  • A reformulação será iterativa e será estendida aos testadores em diferentes fases.[1]

Todos vocês que estão esperando para ver todas essas mudanças, lembrem-se de que são mudanças iterativas e que elas são meio que implementadas em diferentes fases. Portanto, vocês vão ver o aspecto inicial delas e não esperam que elas sejam totalmente polidas ou que todas as animações ainda tenham sido adaptadas.[1]Steven Sharif

Weapon weights

Weapon weight refers to how the mass of a weapon affects its performance during combat.[4]

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.[33]Steven Sharif

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[35]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[36]
I've instructed design to incorporate a mana consumption that's percentage based for sprinting. So it'll be a similar amount of time that each class, regardless of their mana values, will have in order to sprint and it will not be accessible while in a combat.[35]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[37]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[38]

Collision

There are player and spell/projectile collision mechanics in Ashes of Creation.[42][43][44]

  • Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[45][44]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[47]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[42]
Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[43]Steven Sharif

Dodging/Weaving/Evasion

Dodging in Alpha-1 early combat.[48]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[48]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[49][50][51]

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.[50]Steven Sharif

Jumping

Jumping puzzles will occasionally feature in the world.[56]

Swimming

Underwater content will be accessible, not cumbersome.[61]

Treasures may be obtained through fishing and by exploring naval content.[64][65]

Animation cancelling

Animation cancelling will not be a combat mechanic in Ashes of Creation.[66][67]

Invocando montarias

Summoning a mount in Alpha-1.[68]

We want to make sure that it's not cumbersome to quickly mount a steed and start moving... Steeds play a very important role in mobility.[68]Steven Sharif

Montarias são items que os jogadores carregam e então ativam para summon the mount nas proximidades.[69]

  • Montarias são geralmente possíveis de serem invocadas durante combat no open-world.[70]
    • Podem haver restrições para essa regra em dungeons, instances ou outros espaços em que a invocação de montarias não seja permitida.[70]

Uma montaria pode ser um veículo de iniciação, um veículo de fuga, um veículo de utilidade ou um veículo de viagem.[70]Steven Sharif

Montarias serão itens que você poderá carregar no seu personagem e ativar para invocar a montaria na sua frente ou nas proximidades; podendo você então montá-la.[69]Steven Sharif

  • Um jogador pode desmontar e deixar sua montaria lhe seguir.[72][73]
    • Algumas habilidades de controle de grupo podem desmontar um jogador montado. Nesse caso, a montaria persistiria com sua própria health pool e outros stats.[72]
    • No atual teste do Alpha-1 montarias não são separadas dos jogadores, mas no futuro serão.[72]

No momento ainda não temos essa funcionalidade da montaria separada do jogador per-se. Você automaticamente monta e desmonta quando invoca a montaria no alfa. Mas no futuro, você será capaz de invocá-la e não terá de automaticamente montar. Ela apenas estará parada ao seu lado. A montaria também te seguirá por onde for e você será capaz de montá-la então.[72]Steven Sharif

  • 'Desinvocar' a montaria retorna o item dela para o inventory do jogador.[71]

Fast travel

Fast travel is limited in Ashes of Creation. None of these fast travel methods allow transportation of gatherables or materials.[74][75]

There is very little teleportation in the world. Some of that does get unlocked through metropolises of a certain type. Additionally there are mounts that are faster travel and there are services that are fast travel between nodes.[38]Steven Sharif

Viagem mais rápida in Ashes of Creation refers to the use of player ridden mounts and flying automated creatures that connect certain nodes.[79]

Public transportation

There are multiple types of public transportation services where players can go AFK and be driven somewhere.[78][80]

One of the nodes has the idea of an airship that can go from node to node and I'm certain that we will have harbors that do similar things with other node types... It might be something that could be player-driven... We're sure to have a taxi system where you load up a couple people and you drive them somewhere while you AFK.[78]Jeffrey Bard

Viagem mais rápida

Viagem mais rápida em Ashes of Creation se refere a:[79]

Apesar de não existir uma viagem rápida, há meios de viajar mais rápido. Então você sabe, montado. Haverá pontos de conexão etre certos nodes via uso de criaturas voadoras automatizadas que você poderá usar. Coisas desse tipo.[79]Steven Sharif

Ver também

Referências

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