Ciblage lors du combat

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Démo de combat hybride en Alpha-1.[1]

Vous remarquerez que lorsque j'entre en mode action, j'ai un réticule et lorsqu’il survole une cible ennemie, il deviendra rouge, disant en gros "Hey on sait que tu as une cible valide" que vous pouvez voir; et quand vous pressez 'Q' vous pouvez verrouiller cette cible. Vous pouvez aussi maintenir tab pour alterner entre les cibles. Ceci est un aspect important du combat que nous essayons d'incorporer, qui est une mélange de ciblage et d'action, pour que vous ayez toujours des éléments d'actions tout en vous permettant d'utiliser des compétences à ciblage.[2]Steven Sharif

Le combat hybride fait référence au choix entre le combat en ciblage tab et le ciblage action dans Ashes of Creation.[2][3]

  • Un boutton d'activation (Z par defaut mais peut être associé à une autre touche) permet au joueur de passer du mode tab au mode action.[4][5][1][6]
  • Le mode action utilise un réticule de visée et est très proche d'un jeu de tir à la troisième personne.[2][1][6][7]
    • Le joueur n'a pas besoin d’être en mode réticule pour utiliser des compétences de combat d'action.[8]
    Si vous utilisez une compétence de combat d'action qui cible une direction, vous n'avez pas besoin d’être en mode réticule pour l'utiliser. Ça tirera là ou le réticule devrait être. Donc si vous jouez au feeling et que vous êtes en mode ciblage tab, vous pouvez quand même utiliser vos compétences orientées action.[8]Steven Sharif
    • Le réticule va mettre en surbrillance/changer de couleur (en rouge) pour indiquer si la cible actuelle peut être attaquée par la compétence préparée.[2][1]
    • Les compétences d'action n'auront pas de fonctions de verrouillage mais appuyer sur Q en étant en mode action verrouillera sur la cible actuelle pour permettre d’utiliser des compétences orientées ciblage tab en mode action.[4][2]
    Les compétences de combat d'action n'auront pas de verrouillage à proprement parler. Certaines d'entre elles seront seulement des tirs. Cependant comme vous pouvez avoir un mélange de compétence tab qui ont besoins d'une cible, vous pourrez aussi verrouiller en mode action. Pour le moment c'est associé à la touche Q par défaut, mais vous pouvez bien sûr l'associer à la touche que vous voulez, même la souris; et quand votre réticule survole une cible et que vous la verrouillez, si vous avez des compétences orientées ciblage tab, elle seront utilisées contre cette cible.[4]Steven Sharif
    • Maintenir Tab en mode action alternera entre les cibles.[2]
    • Un clic droit en mode action passera en mode tab pour la cible en surbrillance.[1]
    • La camera d'action est liée au réticule du joueur. Il y aura surement une touche qui si maintenue permettra des mouvement de camera libre.[9]
    • A l’avenir l'utilisateur pourra choisir entre différentes apparences de réticules.[10]
  • Le mode tab (MMO mode) facilitera le combat en ciblage tab[1][6] A tab-targeted ability requires a target in order to utilize that skill.[4][7]
    • Un clic gauche en mode tab attaquera la cible (avec l'arme actuellement selectionnée).[1]
    • Il y aura une possibilités de fonction "cible de la cible" dans l'interface utilisateur.[11]

Le combat hybride est en cours de test dans l'Alpha-1.[2][12]

  • Les modes de ciblage peuvent être atteints par le choix des compétences/capacités.[4][12][13]
    • Il ne sera peut-être pas possible de se spécialiser entièrement dans les compétences ciblées ou d'action. Il peut y avoir un plafond de 75 % sur le choix des compétences de n'importe quel type.[13]
    • Différents rangs de la même capacité peuvent changer le mode de visée de tab à action ou vice-versa.[14]

La progressions des compétences, l'attribution des points de compétence est déterminée par le joueur. Le joueur pourra choisir soit des compétences plus axées sur le ciblage, soit des compétences plus basées sur l'action et personnaliser son expérience de jeu en fonction de ses préférences. D'un point de vue d'équilibrage pour nous, les développeurs, nous devons nous assurer que certaines capacités hébergent certaines fonctions afin qu'il y ait un équilibre entre les tirs de compétences et les capacités de ciblage tab.[13]Steven Sharif

Les versions de capacités orientées action et tab auront des caractéristiques différentes. Les variables changeront en fonction de la version choisie.[15]

  • Dégâts.[15]
  • Temps de charge.[15]
  • Effets de CC (contrôles de foules).[15]
  • Temps de recharge.[16]
  • Consommation d’énergie.[16]
  • Coût d'utilisation.[16]
  • La portée d'attaque restera probablement la même; car elle dépend de la capacité ou de l'arme elle-même.[17]

Par exemple : disons que vous jouez une classe à distance. Vous pourriez avoir un tir puissant axé sur l'action dans votre arbre de compétences ou vous pourriez avoir un tir puissant à cible unique qui augmente et fait plus de dégâts.[15]Steven Sharif

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

À des fins d'équilibrage, certains types de compétences seront des compétences orientées tab ou action. Par exemple :[16]

  • Les hard CC peuvent être logés dans des compétences orientées vers l'action, car ce sont des coups plus difficiles à placer.[16][13]
  • Des CC plus doux seraient logés dans des capacités ciblées par tab.[16]

Alpha-1 combat

Alpha-1 early hybrid combat demo.[1]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press Q you can lock on to that target. You can also hold Tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[2]Steven Sharif

Hybrid combat was tested in Alpha-1.[2][12]

  • A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[4][5][1][6]
  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[2][1][6][7]
    • The player does not have to be in reticle mode to use an action combat ability.[8]
    If you use an action combat ability that's going to be directional focused, you do not have to be in reticle mode to use that. It will fire where that reticle would be. So if you play by feel and you're in tab target camera mode, you can still utilize your action-oriented skills and abilities.[8]Steven Sharif
    • The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[2][1]
    • Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[4][2]
    Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[4]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[2]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[1]
  • The tab mode (MMO mode) facilitates tab targeted combat.[1][6] A tab-targeted ability requires a target in order to utilize that skill.[4][7]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[1]
    • There will be a "target of target" capability on the user interface.[11]

Durée pour tuer

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Le MMORPG Ashes of Creation aura une durée pour tuer quelqu'un d'environ 30 secondes à 1 minute.[18]

Dans le MMORPG nous ne voulons vraiment pas de one-shots. La durée pour tuer quelqu'un doit relever de la stratégie et de la tactique.[20]Steven Sharif

Hitboxes

Les développeurs essayent différentes approches pour gérer les variations de masque de collision entre les races[21]

  • Il peut y avoir un masque de collision unique avec quelques exceptions ou certaines règles de collision spéciales à la place d'avoir différentes tailles de masques de collision.[21]

C'est plus que probable que nous ayons une sorte de masque de collision unique. Mais de nouveau, il y aura probablement un masque de collision unique avec quelques exceptions ou une sorte de règles spéciales pour les collisions, par opposition à en rendre certaines plus petites qu'une autre.[21]Jeffrey Bard

Il n'y a pas différentes catégories de masque de collision dans le MMORPG Ashes of Creation comme il pouvait avoir dans Ashes of Creation Apocalypse[21]

Nous n'avons pas de différentes catégories de masque de collision. Par exemple, il n'y a pas de tir à la tête dans le MMORPG comme il pouvait y avoir dans APOC. Par conséquence, d'un point de vue critique, vous n'aurez pas plus de risque de subir un coup critique à cause d'un masque de collision plus large.[21]Steven Sharif

Mécanique de tir à la tête

Il n'y a pas de mécanisme de tir à la tête dans le MMORPG Ashes of Creation.[21][22][23]

Weapon attack cone

Cône d'attaque des armes dans l'Alpha-1.[1]

Lorsque j'attaque je touche plusieurs de ces adversaires, et c'est important parce que toutes les armes, que vous soyez en mode réticule ou ciblage auront des attaque basées sur l'action. Pas des competences actives, mais des attaques d'arme.[1]Steven Sharif

Toutes les armes ont un Cône d'attaque frontal, que vous soyez en mode ciblage ou action.[1]

Les armes d'hast par exemple auront un angle bien plus important sur une plus grosse distance. Les dagues auront un angle bien plus réduit, alors il vous faudra être bien plus précis.[1]Steven Sharif

Ceci est décrit comme une attaque d'arme et non une compétence active.[1]

Floating combat text

Alpha-2 Floating combat text work-in-progress UI.[28]

Damage you take, which is indicated in this red number, floats towards your left-hand side; and when you do damage to a target they float to your right-hand side. Now one of the very important aspects of these floating texts is providing the player with customization options that they can adjust the size of the floating text. They can adjust the color composition on how these texts are represented. They can also include damage icons to indicate the ability that's used for those floating texts; and importantly we also call out the crits that you do in a separate way: how they pop in they're slightly above the other number; and then more so, we also have additional functionality for cumulative damage.[28]Steven Sharif

Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[28]

  • Damage taken appears in red and floats to the left.[28]
  • Damage dealt appears in yellow and floats to the right.[28]
  • Crits appear larger and are slightly above the other numbers.[28]
  • XP appears in white and is slightly lower on the UI.[28]

Floating combat text is able to be customized by the player.[28][29]

Providing maximum flexibility and player customization options for these floating texts I think is super important.[28]Steven Sharif

Capacités de combat

The aspiration for combat is for abilities to have corresponding counter-play abilities.[30]

  • The goal is to have special animations for parrying, blocking and evading.[31]

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.[31]Jeffrey Bard

Contrôle de foule

Contrôle de foule (CC/mezzing) abilities include root, snare, stun, sleep and slow.[32][30]

  • CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[33]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[36]
    • In Alpha-1 testing mounts were not separate from the player.[36]
There's also going to be effects that just stun the mount or stun you on the mount.[36]Steven Sharif
Skill Icon Origin Description
Air Strike Air Strike New.png Ranger 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.[39] The root effect is nature based.[40]
Ancestral Bolas Ancestral Bolas.png Tank Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[41]
Chain Lightning Chain Lightning Icon clean.png Mage Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[42][43][44]
Chains of Restraint Chains of Restraint Icon2.png Cleric Call forth spectral chains in a target area that stagger enemies within or stun enemies already under the staggered effect, then leave behind an area that deals radiant damage each second over 8 seconds.[45][46]
Condemn Condemn.png Cleric Stun target enemy for 3 seconds.[47][48]
Crippling Blow Crippling Blow.png Fighter Deal Physical damage and apply Snare to target enemy for 6 seconds.[49]
Fissure Mage Spell 7.png Mage Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[50]
Grapple Grapple Icon.png Tank Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[51][52]
Imbue Ammo: Weighted Imbue Ammo-Weighted.png Ranger Imbues your ammunition with weight. Enemies hit by your bow attacks suffer the Snared status effect, reducing their movement speed by 50%. Each application applies 3 seconds of duration to the target, up to a maximum of 12 seconds. 10 charges.[53]
Knock Out Knock Out.png Fighter Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[54]
Leap Strike Leap Strike.png Fighter Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[55]
Quake Quake.png Mage Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[56]
Slam Slam.png Tank Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[57]
Slumber Slumber (Active).png Mage Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[58][59][60]
Tremoring Bellow TremoringBellowIcon.png Tank Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[61]
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.
Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[30]Steven Sharif
We're trying to stay away from hard locks as much as we possibly can. We want to have the system be very play, counter-play, counter-counter-play feel.[30]Jeffrey Bard
  • Soft CC's are in the tab-targeted abilities.[65]

Attaques directionnelles

Il y aura des attaques directionnelles (attaques de dos, attaques de flanc, attaques frontales) qui infligeront des dégâts supplémentaires selon la position d'origine de l'attaque.[66]

  • Les Voleurs auront généralement plus souvent recours à ce type d'attaque.[66]

Mobilité

Revamped Alpha-1 Mage Fireball ability.[67][68]

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.[67]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.[69]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.[69][74]
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.[74]Steven Sharif
That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[77]Steven Sharif
  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[78][79]
    • Crouching may or may not be in the game.[80][81]
  • The ability to prone is not be in the game.[80][81]
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.[83]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.[34]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.[35]Steven Sharif
Skill Icon Origin Description
Air Strike Air Strike New.png Ranger 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.[39] The root effect is nature based.[40]
Blink Blink.png Mage Instantly teleport a set distance in the direction you are moving.[84][85]
Blitz Blitz.png Fighter Charge directly toward target enemy, dealing Physical damage to the target on arrival.[86]
Call of the Wild Call of the Wild Icon.png Ranger Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[87]
Caravan Trail Speed Bonus Trail Speed Bonus.png Caravan Minor speed boost for travelling on a simple trail.[88]
Exert Exert.png Fighter 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.[89]
Form Of Celerity Form of Celerity.png Fighter 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.[90]
Form Of Fluidity Form of Fluidity.png Fighter 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.[91]
Leap Strike Leap Strike.png Fighter Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[55]
Lunging Assault Lunging Assault.png Fighter 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.[92]
Recharging Lunging Assault Recharging Lunging Assault Skill Tree IconAlpha.png Fighter Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[93]
Shield Assault ShieldAssaultIcon.png Tank 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.[94]
Speed Boost Speed Boost.png Caravan Gives the caravan a temporary speed boost.[95]
Unstoppable Exert Reinvigorating Exert Skill Tree IconAlpha.png Fighter Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[96]
Whirlwind Whirlwind.png Fighter 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.[97]
Wings of Salvation Wings of Salvation.png Cleric Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[98][99] An ally is defined as any non-combatant player or non-mob NPC.[100]

Déplacement du joueur

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[102]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[103]
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.[102]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[104]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[105]

Collision

There are player and spell/projectile collision mechanics in Ashes of Creation.[109][110][111]

  • 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.[112][111]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[114]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[109]
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.[110]Steven Sharif

Esquiver

Esquiver in Alpha-1 early combat.[115]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[115]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[116][117][118]

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.[117]Steven Sharif

Blocage actif

Le bouclier Paladin's Might dans Ashes of Creation Apocalypse posséde sa propre hitbox et point de vie (PV). Il peut bloquer les projectiles.[122]

  • Les développeurs n'ont pas encore décidé si le blocage actif sera intégré dans le MMO. Ils se dirigent pour le moment vers un système plus traditionnel basé sur la mitigation de dégâts à l'aide de buff mais tout en considérant l’interaction entre le positionnement du blocage avec un blocage passif provenant du système de stat en cascande

Dans APOC quand nous avions la posture active du bouclier- cela était un blocage actif du bouclier basé sur un système de combat d'action; et quand nous avons collecté les données du concept sur son efficacité et sa précision durant son utilisation par les joueurs, nous avons remarquées que cela n'était pas très élevés; et c'est préoccupant au moins quant à la mise en place d'un blocage par bouclier exclusivement actif par opposition à l'activation d'un buff qui donne un pourcentage de blocage universel aux dommages reçues- et en lien avec les stats- c'est vraiment quelque chose sur laquelle on tente d'intégrer dans le système de combat hybride[123]Steven Sharif

C'est quelque chose dont nous réfléchissons de manière récurrente et que nous testons activement dans notre système hybride et vous nous connaissez quand il s'agit de quelque chose que nous prenons en considération. Bien sûr nous voulons une partie action qui puisse interagir avec le système de stat par cascade; et vous savez que ça sonne comme un oxymore d'un point de vue action et ciblé, mais ce n'est pas nécessairement le cas. Il peut y avoir une partie action- par exemple si vous utilisez votre posture de bouclier et que vous interceptez correctement un projectile ou une compétence provenant d'un arc frontal, vous allez mitiger 80% des dégâts ou appliquer 80% de la défense physique du bouclier; et s'il provient d'une zone en dehors de cet arc frontal vous allez avoir un bonus moins élevé; et c'est essentiellement ce qui se passerait si l'on prenait en compte par exemple la valeur de la défense physique de votre bouclier, vous l'appliquez comme un facteur de mitigation des dégâts reçus, mais en plus vous ajoutez les stats en cascade à ce système responsable de la mitigation des dégâts du bouclier ou du taux de blocage; et peut-être vous savez que la compétence principal indique 80% de mitigation des dégâts provenant d'un arc frontal qui peut atteindre 87% grâce à vos stats essentiellement; et si cela n'est pas dans cet arc frontal, alors il s'abaissera à une valeur de 50% d'efficacité- voire 40% ou quelque chose comme ça. Donc ça vous donne une idée de qu'est ce qui est utilisé pour déterminer ces compétences et comment ils intéragissent d'un point de vue action.[123]Steven Sharif

Interruptions

Abilities with a cast bar can be interrupted during the cast.[76]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.
Skill Icon Origin Description
Bulwark Bulwark Icon.jpg Tank Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[124][125][126][127]

Interruption d'animation

Interruption d'animation will not be a combat mechanic in Ashes of Creation.[128][129]

Postures de combat

The use of weapon stances in game is likely.[130]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[131]

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.[132]Jeffrey Bard

Ashes of Creation Apocalypse

Ashes of Creation Apocalypse weapon and armor skills

Armes and Armure are tied to skills in Ashes of Creation Apocalypse.[133]

  • Swapping between weapons will allow players to access the different skills on their hotbar.[133]
  • Certain armor pieces have utility and defensive skills, such as like Camouflage, Polymorph and Battlefield wall.[133]
  • Weapons are tied to one specific skill in early testing, but this may change.[134]

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.[133]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.[133]Steven Sharif

Ashes of Creation Apocalypse weapon skills

- None -

Ashes of Creation Apocalypse armor skills

- None -

Ashes of Creation Apocalypse combat targeting

Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[136]

  • A hot key can be used to toggle reticle mode on and off.[136]
  • Left mouse click is used for basic weapon attacks.[137]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[137]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[138]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[139][140]

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.[139]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.[140]Steven Sharif

Alpha-1 will test hybrid action/tab combat.[12][141]

Ashes of Creation Apocalypse class kits

Six classes will be present in Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[142]

These classes relate to the trinity of classes: Tank, DPS and Support.[142][143]

  • Skills/abilities are not tied specifically to weapons in castle siege mode.[144]
    • It was previously stated that weapon skills are applied to augment a class' base skills.[145]
  • Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[145][146]

We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[146]Steven Sharif

Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[147]

Voir également

Les références

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  85. Blitz Description.png
  86. Call of the Wild Description.png
  87. Trail Speed Bonus Description.png
  88. Exert Description.png
  89. Form of Celerity Description.png
  90. Form of Fluidity Skill Tree Description.png
  91. Lunging Assault Description.png
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  94. Speed Boost Description New.png
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