Mobility
- The revamped combat system features split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[3][4][5][6][7]
- 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]
- Movement speed can decrease significantly depending on the type of ability.[3]
- Weapon weight can also affect mobility.[4]
- Habilidades with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[3][8][9][10]
- 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]
- 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
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[17][18]
- 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
Skill | Icon | Base skill |
---|---|---|
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.[19] The root effect is nature based.[20] | |
Blink | Instantly teleport a set distance in the direction you are moving.[21][22] | |
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.[23] | |
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[24] | |
Rush | Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[25] | |
Speed Boost | Gives the caravan a temporary speed boost.[26] | |
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.[27][28] An ally is defined as any non-combatant player or non-mob NPC.[29] |
Combat revamp
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]
- Light weapons have fewer restrictions on player agency and motion.[33]
- Medium weapons exist on a spectrum between light and heavy weapons.[33]
- Heavy weapons will increasingly lock the player in place during portions of the combat animation.[33]
- 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]
- 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]
- Double-jumping has been considered as an option for player mounts.[40]
- Unreal Engine 5 mantling was demonstrated by the developers.[11][41]
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]
- Montarias and players cannot stop caravans and other vehicles from moving. Nothing can move or block ships.[46]
- 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.[43]
- 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
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[49][50][51]
- The developers are considering the inclusion of dodging in a subset of universal skills that apply to all classes.[52]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[49]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[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]
- Jumping puzzles were shown in the Alpha-2 Tower of Carphin preview.[57]
- Jumping puzzles were present in early Alpha-1 dungeon gameplay footage.[55]
- Jumping puzzles were present in the Alpha-0 Dünheim dungeon.[58]
Swimming
Underwater content will be accessible, not cumbersome.[61]
- Characters are able to utilize their abilities while in the water.[59]
- Stamina does not limit swimming, however breath does.[62]
- Navigational instruments are available to allow ships to detect movement under the water, such as aquatic mounts.[63]
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]
- Players will be able to cancel channeled abilities.[66]
Invocando montarias
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]
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
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
- Scientific metropolises offer teleportation within their vassal network, which can extend across seas, and also include islands.[74][76][38]
- Trajetórias aéreas between coastal nodes or nodes within specific regions.[74][77][78][79]
- Dirigíveis between metropolises.[74] This was previously stated to be between scientific metropolises.[77][80][81]
- Family summoning.[82]
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]
- Players can visit a node building and pay a fee to be driven via road to another node on their land mount of choice.[83]
- Dirigíveis between metropolises.[74] This was previously stated to be between scientific metropolises.[77][80][81]
- It is possible that some public transportation services could be player-driven.[78]
- 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]
- Jogadores montando Montarias.[79]
- Montarias terão velocidades variáveis.[84]
- Trajetórias aéreas entre nodes dentro de regiões específicas.[77][78][79]
- Dirigíveis entre metrópoles científicas .[81]
- Teletransporte entre metrópoles científicas e seus nodes vassalos.[81]
- Convocação familiar.[82]
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
- ↑ 1.0 1.1 1.2 1.3 1.4 Transmissão ao vivo, 2021-02-26 (27:41).
- ↑ 2.0 2.1 Vídeo, 2021-02-26 (6:17).
- ↑ 3.0 3.1 3.2 3.3 3.4 Transmissão ao vivo, 2023-07-28 (1:02:23).
- ↑ 4.0 4.1 4.2 Transmissão ao vivo, 2022-06-30 (46:30).
- ↑ Transmissão ao vivo, 2021-07-30 (31:22).
- ↑ Entrevista, 2021-06-13 (4:12).
- ↑ Transmissão ao vivo, 2021-05-28 (1:13:05).
- ↑ 8.0 8.1 8.2 Transmissão ao vivo, 2022-12-02 (59:47).
- ↑ Transmissão ao vivo, 2020-04-30 (1:17:13).
- ↑ Transmissão ao vivo, 2017-05-08 (43:30).
- ↑ 11.0 11.1 Transmissão ao vivo, 2021-12-23 (55:32).
- ↑ Vídeo, 2021-12-23 (23:53).
- ↑ 13.0 13.1 Transmissão ao vivo, 2022-10-14 (48:45).
- ↑ 14.0 14.1
- ↑ Transmissão ao vivo, 2020-06-26 (1:30:40).
- ↑ 16.0 16.1 Transmissão ao vivo, 2022-06-30 (49:42).
- ↑ 17.0 17.1 Transmissão ao vivo, 2023-12-19 (1:16:19).
- ↑ 18.0 18.1 Transmissão ao vivo, 2022-09-30 (51:28).
- ↑
- ↑ Vídeo, 2022-09-30 (15:28).
- ↑
- ↑ Vídeo, 2023-04-28 (4:40).
- ↑
- ↑
- ↑
- ↑
- ↑ Vídeo, 2023-07-28 (24:03).
- ↑
- ↑ Vídeo, 2023-07-28 (24:16).
- ↑ Vídeo, 2021-02-26 (30:02).
- ↑ 31.0 31.1 Entrevista, 2021-02-07 (49:18).
- ↑ Transmissão ao vivo, 2022-10-28 (1:29:48).
- ↑ 33.0 33.1 33.2 33.3 Transmissão ao vivo, 2022-06-30 (42:29).
- ↑ Vídeo, 2017-05-25 (0:02).
- ↑ 35.0 35.1 Transmissão ao vivo, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ 38.0 38.1 38.2 Transmissão ao vivo, 2018-05-04 (51:57).
- ↑ Transmissão ao vivo, 2017-12-15 (1:35:38).
- ↑ Transmissão ao vivo, 2023-05-31 (1:10:08).
- ↑ Vídeo, 2021-12-23 (7:05).
- ↑ 42.0 42.1 Transmissão ao vivo, 2023-12-19 (1:52:02).
- ↑ 43.0 43.1 43.2 Transmissão ao vivo, 2023-12-19 (1:20:09).
- ↑ 44.0 44.1
- ↑ Entrevista, 2020-03-27 (15:20).
- ↑ Transmissão ao vivo, 2023-10-31 (1:30:52).
- ↑ Transmissão ao vivo, 2023-12-19 (1:17:45).
- ↑ 48.0 48.1 48.2 Transmissão ao vivo, 2020-08-28 (1:19:24).
- ↑ 49.0 49.1 Transmissão ao vivo, 2023-01-27 (1:06:02).
- ↑ 50.0 50.1 Transmissão ao vivo, 2022-06-30 (51:17).
- ↑ 51.0 51.1 Transmissão ao vivo, 2020-01-30 (1:34:12).
- ↑ Transmissão ao vivo, 2021-11-19 (50:38).
- ↑ Transmissão ao vivo, 2020-06-26 (1:24:06).
- ↑ Transmissão ao vivo, 2022-12-02 (1:05:08).
- ↑ 55.0 55.1 Vídeo, 2020-05-31 (26:42).
- ↑ Transmissão ao vivo, 2017-07-28 (39:49).
- ↑ Vídeo, 2023-03-31 (8:47).
- ↑ Transmissão ao vivo, 2018-02-09 (10:42).
- ↑ 59.0 59.1 Transmissão ao vivo, 2020-07-31 (1:42:41).
- ↑ Transmissão ao vivo, 2021-01-29 (1:00:57).
- ↑ Transmissão ao vivo, 2017-05-19 (38:46).
- ↑ Transmissão ao vivo, 2020-09-30 (55:39).
- ↑ Transmissão ao vivo, 2022-10-14 (30:12).
- ↑ Podcast, 2021-04-11 (36:43).
- ↑
- ↑ 66.0 66.1 Transmissão ao vivo, 2019-11-22 (1:09:37).
- ↑ Transmissão ao vivo, 2017-05-17 (1:05:11).
- ↑ 68.0 68.1 Transmissão ao vivo, 2020-04-30 (56:16).
- ↑ 69.0 69.1 Transmissão ao vivo, 2018-04-8 (AM) (12:34).
- ↑ 70.0 70.1 70.2 Transmissão ao vivo, 2021-04-30 (1:10:04).
- ↑ 71.0 71.1 Transmissão ao vivo, 2017-11-17 (33:17).
- ↑ 72.0 72.1 72.2 72.3 Transmissão ao vivo, 2021-04-30 (1:08:10).
- ↑ Entrevista, 2020-07-19 (1:05:50).
- ↑ 74.0 74.1 74.2 74.3 74.4 74.5
- ↑
- ↑ Node series part II – the Metropolis.
- ↑ 77.0 77.1 77.2 77.3 77.4 Transmissão ao vivo, 2020-08-28 (2:06:42).
- ↑ 78.0 78.1 78.2 78.3 78.4 78.5 Transmissão ao vivo, 2018-06-04 (45:30).
- ↑ 79.0 79.1 79.2 79.3 79.4 79.5 79.6 Entrevista, 2018-08-17 (24:48).
- ↑ 80.0 80.1 80.2 Transmissão ao vivo, 2017-11-17 (50:52).
- ↑ 81.0 81.1 81.2 81.3 Blog: Know Your Nodes - Scientific Node Type
- ↑ 82.0 82.1 Entrevista, 2020-07-19 (1:20:58).
- ↑ 83.0 83.1 Transmissão ao vivo, 2022-10-14 (45:31).
- ↑