Combat

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Alpha-1 JcE combat early preview.[2]

Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[3]Steven Sharif

Combat in Ashes of Creation is focused on strategy and tactics.[4]

  • Combat is the most tactile system in the game. It needs to feel responsive, mobile and fluid. It needs to give a feeling of satisfaction.[3]

We want combat to be engaging, fun... Right now we've begun the sprint toward Alpha-1 first phase deployment, so we're really looking into the action side of combat right now; and we're building systems for that. And the reason why we are doing that is because tab-targeting has been a staple of MMORPGs for a very long time, even though there's a large interest now in action for MMORPGs and there has been some successful titles with action-oriented, like TERA and BDO. We want to be able to really delve into that development so that we can better understand how to merge tab and action together in the same game, because they are vastly different play-styles.[5]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing.[6][7]

  • Alpha-1 testing is initially focused on core functionality rather than combat balance.[8]

Combat revamp

Alpha-1 split-body melee weapon combat sneak peek.[9]

I can move while swinging on this guy. I can back up then continue to attack him. Just have complete control over my character while attacking.[9]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[10][6][7]

  • The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.[11][12]
  • The current hybrid tab and action combat system will remain after the revamp.[11]
  • This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[13]
  • The revamp will be iterative and will be rolled out to testers in different phases.[12]

The revamped combat system will feature 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.[9][14][8]

You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[9]Steven Sharif

Alpha-1 testing is initially focused on core functionality rather than combat balance.[8]

Q: Based on recent feedback, what direction are you leaning towards in regards to split-body versus root-motion?
A: We are leaning towards split body.[15]Steven Sharif

Combat targeting

Démo de combat hybride en Alpha-1.[16]

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.[17]Steven Sharif

Le combat hybride fait référence au choix entre le combat en ciblage tab et le ciblage action dans Ashes of Creation.[17][18]

  • 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.[19][11][16][20]
  • Le mode action utilise un réticule de visée et est très proche d'un jeu de tir à la troisième personne.[17][16][20][21]
    • Le joueur n'a pas besoin d’être en mode réticule pour utiliser des compétences de combat d'action.[22]
    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.[22]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.[17][16]
    • 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.[19][17]
    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.[19]Steven Sharif
    • Maintenir Tab en mode action alternera entre les cibles.[17]
    • Un clic droit en mode action passera en mode tab pour la cible en surbrillance.[16]
    • 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.[23]
    • A l’avenir l'utilisateur pourra choisir entre différentes apparences de réticules.[24]
  • Le mode tab (MMO mode) facilitera le combat en ciblage tab[16][20] A tab-targeted ability requires a target in order to utilize that skill.[19][21]
    • Un clic gauche en mode tab attaquera la cible (avec l'arme actuellement selectionnée).[16]
    • Il y aura une possibilités de fonction "cible de la cible" dans l'interface utilisateur.[25]

Le combat hybride est en cours de test dans l'Alpha-1.[17][26]

  • Les modes de ciblage peuvent être atteints par le choix des compétences/capacités.[19][26][27]
    • 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.[27]
    • Différents rangs de la même capacité peuvent changer le mode de visée de tab à action ou vice-versa.[28]

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.[27]Steven Sharif

Les versions de capacités orientées action et tab auront des caractéristiques différentes. Les variables changeront en fonction de la version choisie.[29]

  • Dégâts.[29]
  • Temps de charge.[29]
  • Effets de CC (contrôles de foules).[29]
  • Temps de recharge.[30]
  • Consommation d’énergie.[30]
  • Coût d'utilisation.[30]
  • La portée d'attaque restera probablement la même; car elle dépend de la capacité ou de l'arme elle-même.[31]

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.[29]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

À des fins d'équilibrage, certains types de compétences seront des compétences orientées tab ou action. Par exemple :[30]

  • Les hard CC peuvent être logés dans des compétences orientées vers l'action, car ce sont des coups plus difficiles à placer.[30][27]
  • Des CC plus doux seraient logés dans des capacités ciblées par tab.[30]

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[32]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[32]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to kind of just making it smaller for one and not the other.[32]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[32]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[32]Steven Sharif

Directional attacks

There will be directional attacks (back attacks, flanking attacks, frontal attacks) that deal additional damage depending on the positional context of the attack.[33]

Cleaving

Cône d'attaque des armes dans l'Alpha-1.[16]

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.[16]Steven Sharif

Toutes les armes ont un Cône d'attaque frontal, que vous soyez en mode ciblage ou action.[16]

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.[16]Steven Sharif

Ceci est décrit comme une attaque d'arme et non une compétence active.[16]

Time to kill

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

The Ashes of Creation MMORPG will have a time-to-kill (TTK) of around 30 seconds to a minute.[35]

In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[37]Steven Sharif

Headshot mechanics

There are no headshot mechanics in the Ashes of Creation MMORPG.[32][38][39]

Gear inspection/ Threat assessment

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[43][44][45]

You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[46]Steven Sharif
  • The border will indicate the level and quality of the tier set.[43][44][47]
  • This also indicates if the gear is enchanted.[44][47]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[48]

When you see a player approaching you and they're wearing a transmog you know you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint you know what they're going up against if they're actively checking that and that will be available.[45]Steven Sharif

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[48]

Character nameplate

A character's nameplate is displayed above their head.[49]

  • This can be the first, and optionally last name (surname).[49]
  • The name of the character's Guild is displayed next to their name.[50]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[51][52][53]
  • An icon will identify the character's class.[43]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[43]
  • A buff icon indicates the character's gear and grade.[43][44][45]

Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[54]

Mobility

Revamped Alpha-1 Mage Fireball ability.[12][7]

The general approach that we're kind of 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 kind of the general design philosophy we're using to approach the overhaul.[12]Tradd Thompson

Compétences with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[55][56]

  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[57][58]
    • Previously it was said that crouching may not be in the game.[59]
  • Prone will likely not be in the game.[59]
  • Moving backward will likely not affect block and parry.[60]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[55]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[55]Jeffrey Bard

The revamped combat system will feature 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.[9][14][8]

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[61][62][63][64] Now deals damage to enemies surrounding your departure location.[65][64] Reduced cooldown.[61][65][64]
Jump jump icon.png Dash with cooldown.[66] Cooldown is replaced by charges with individual cooldown.[66] Drops a bear trap at the location the ranger dashed from.[66]
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.[67] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[68] Increased resistance to disable abilities.[68] Clears crowd control when sprint starts and removes silence.[68]

Player movement

Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[70]

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.[70]Steven Sharif

There is a toggleable walk/run (autorun) capability.[71]

There is not going to be any "go to waypoint" (auto-pathing) mechanics.[72]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[73]

Collision

There are player and spell collision mechanics in Ashes of Creation.[74]

  • 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.[75][74]

Dodging

Dodging in Alpha-1 early combat.[3]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[3]Steven Sharif

Dodge rolling type skills is currently housed in the action skill sets of agile classes such as Rogues or Fighters.[3][76]

Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[78]Steven Sharif

Active blocking

Le bouclier Paladin's Might dans Ashes of Creation Apocalypse posséde sa propre hitbox et point de vie (PV). Il peut bloquer les projectiles.[79]

  • 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[80]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.[80]Steven Sharif

Animations

There will be some animations that add flavor to specific races and classes, but generally animations will be reused as much as possible to decrease development time.[81]

We will have things that are known as sort of like racial abilities which will key into the class that you've chosen and those will almost certainly have animations that are kind of like one-offs that are associated with that class. They'll help you get some more like you know Ren'Kai flavor or some more Empyrean flavor but we have to reuse animations as much as possible in order to get to the finish line here so it'd be a super nice thing to do but probably not in the cards.[81]Jeffrey Bard

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[82]

  • The goal is to have special animations for parrying, blocking and evading.[83]

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 kind of stuff to show up.[83]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[84][82]

  • There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[82][85]
    • As of May 28, 2021, diminishing returns on CC effects have not yet been implemented in the Alpha-1 testing.[86]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[82]Steven Sharif

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[87]

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 kind of feel.[82]Jeffrey Bard

  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[88]
    • In current Alpha-1 testing mounts are not separate from the player.[88]

There's also going to be effects that just stun the mount or stun you on the mount.[88]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls a target enemy to your location.[90][62][91][92] Deals damage and generates a great amount of threat.[90][92] Reduces cooldown by 5 seconds.[90][92]
Jump jump icon.png Dash with cooldown.[66] Cooldown is replaced by charges with individual cooldown.[66] Drops a bear trap at the location the ranger dashed from.[66]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[93][62][94][95] Reduce the target's attack damage temporarily.[93][95] Knock down the target.[93][95]
Snare snare icon.png Foot pin roots target in place.[96][97] Adds a bleed.[97] Snares after root expires.[97]
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[98] Traps stun instead of root.[98] Place up to two traps.[98]

Interrupts

Abilities with a cast bar can be interrupted during the cast.[56]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.


Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark Icon.jpg Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[99][62][100][101] Additional increased block chance.[99][101] The second attack knocks down enemies.[99][101]
Onslaught Onslaught Icon.jpg Charge and deal damage to your target.[93][62][94][95] Reduce the target's attack damage temporarily.[93][95] Knock down the target.[93][95]
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.[67] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[102][62][103] Increased damage.[102][104] Now knocks down hit targets.[102][104]

Aggro abilities

L’aggro (Menace/Haine) aura de l’importance dans le jeu.[105]

  • L’aggro est basé sur un taux de haine.[105]
Compétence Icône Rang 1 Rang 2 Rang 3
Javelin Javelin Icon.jpg Pulls a target enemy to your location.[90][62][91][92] Deals damage and generates a great amount of threat.[90][92] Reduces cooldown by 5 seconds.[90][92]

Animation cancelling

Animation cancelling will not be a combat mechanic.[106]

Combat stances

The use of weapon stances in game is likely.[107]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[108]

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 you know 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.[109]Jeffrey Bard

Primary skills

Preview des compétences primaires lors de l’Alpha-1.[62]

Qu’importe l’archétype secondaire que vous choisissez parmi les huit, vous recevrez un choix d’améliorations en adéquation avec l’idéal de base de cette classe. Vous savez comme le fait qu’un tank est le contrôleur du champ de bataille et doit survivre. Le mage d’infliger des dégâts, éléments et capacités dans ses AoEs. Le rogue d’être furtif et d’infliger des dégâts critiques. Ces améliorations vont donc pencher vers ces identités.[110]Steven Sharif

L'idée derrière le système est que vous contournez en quelque sorte la ligne à travers ces améliorations de votre rôle, n'est-ce pas. Nous avons la sainte trinité traditionnelle qui est présente dans les conceptions de classes des MMOs et souvent celles-ci n’en sont pas du tout déviées ou complètement déviées. L’amélioration consiste en quelque sorte à offrir un équilibre de ça où vous conservez toujours le semblant de ce système de trinité tout en offrant la possibilité de personnaliser votre expérience de jeu vers l'un des autres angles du triangle.[111]Steven Sharif

Les compétences primaires (capacités de classe) sont basées sur l’archétype du joueur.[67] Les joueurs peuvent personnaliser leurs compétences primaires avec l’amélioration d’un archétype secondaire.[112][67][113]

Le concept derrière les améliorations est non seulement de changer la saveur afin qu'elles reflètent l'archétype secondaire, mais aussi de changer fondamentalement les composants de base d'une compétence.[114]Steven Sharif

  • Chaque archétype secondaire offre quatre écoles différentes d’améliorations.[112][115] Chaque école d’amélioration affecte les compétences d'un archétype primaire de différentes manières.[116]
    Il y aura un certain seuil à partir duquel vous ne pourrez plus améliorer vos capacités actives à cause des décisions d’améliorations de capacités précédentes, vous devrez donc choisir lesquelles vous souhaitez appliquer les améliorations; et certaines améliorations requerront plus de dépenses du côté des points de compétences.[117]Steven Sharif
  • Choisir le même archétype primaire et secondaire accroît la focalisation sur cet archétype.[118]
  • Les améliorations de compétences primaires changeront fondamentalement la manière dont fonctionne la capacité: Adapter ce que faisait la capacité pour incorporer l’identité de l’archétype secondaire.[119]
  • Changer les améliorations de vos compétences vous obligera à vous rendre auprès d’un PNJ dans un nœud Village ou au-dessus.[121]
  • Certaines couleurs de sorts et d’FX généraux changent en fonction de l’amélioration.[122]
    • Les compétences actives pourraient sembler totalement différentes après l'application d'une amélioration.[123]

Les compétences primaires dans l’Alpha-2 devraient être très différentes de celles de l’Alpha-1.[124]

La liste de capacités dans l’Alpha Un est loin de ce que sera la liste de capacités, en particulier du point de vue du niveau/progression. Vous pouvez donc vous attendre à ce que ce soit incroyablement différent.[124]Steven Sharif

Skill points

Early preview de l'interface utilisateur des compétences dans l'Alpha-1.[125]

C'est là que les joueurs attribuent des points de compétences à leurs compétences actives, leurs capacités passives - ce qui peut améliorer leur utilisation d'armes et d'armures et de régénération de santé et de statistiques passives et de trucs comme ça - mais du côté des armes, c'est là que vous allez vous spécialiser dans certains types de provocations basés sur des groupes d'armes. Nous avons donc un peu parlé de cela dans le passé : si vous avez une dague, les dagues pourront avoir une chance de provoquer un saignement sur votre attaque d'arme et cela fonctionnerait en synergie avec la capacité d'une compétence active comme disons Backstab qui fait plus dégâts si la cible est sous un effet de saignement. Nous avons également dit dans le passé que les joueurs pourront attribuer des points de compétence dans leurs compétences actives qui sont plus orientées vers le combat d'action ou le ciblage tab.[28]Steven Sharif

Les joueurs recoivent des points de compétences en gagnant des niveaux. Ceux-ci peuvent être utilisés pour augmenter les compétences (augmenter leur rang) dans leurs arbres de compétences actives, passives ou de combat/d'armes.[126][127][128][129]

  • Il ne sera pas possible de maximiser toutes les compétences dans un arbre de compétences.[129]
  • En ce qui concerne la progression des compétences, les joueurs pourront voir large et obtenir un certain nombre de compétences différentes, ou aller "en profondeur" dans un petit nombre de compétences spécifiques.[130]
  • Les joueurs peuvent réinitialiser et redistribuer leurs points de compétences.[131]

Rendre les compétences actives capables de recevoir des allocations de points supplémentaires et de débloquer des fonctionnalités supplémentaires pour que du point de vue de la distribution du joueur il sera a vous de décider si vous voulez être plus diversifié mais moins profond - plus large mais moins grand, dans certains de ces choix de compétences. Ou si vous voulez être très très grand, ce sera quelque chose qui dépendra du joueur à cet égard.[3]Steven Sharif

Active skills

Les joueurs peuvent créer leurs personnages avec les compétences actives de leur choix sur leur barre d'action.[133][134]

Il y aura bien sûr plusieurs barres d'action disponibles, car vous aurez vos consommables, vos compétences actives, et autres. Mais la quantité de compétences actives ne va pas nécessairement surcharger le personnage et devenir inutile surtout à certains niveaux.[136]Steven Sharif

Universal skills

Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[77]

Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[77]Steven Sharif

Ultimate skill

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.

The ultimate skill is a very powerful skill.[140]

Skill Icon Rank 1 Rank 2 Rank 3
Hail of arrows hail of arrows icon.png If your focus is at 80%, use this skill to summon a template and launch multiple arrows within the template.[96][141] Adds movement slow.[141] Adds damage over time to targets in the area.[141]
Ultimate Defense Ultimate Defense Icon.jpg Become immune to damage for 3 seconds.[142][62][143][144] Duration is increased to 5 seconds.[144] Grant damage mitigation to all party members.[144]

Elemental skills

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[145]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Fireball Fireball Icon.jpg Hurl a ball of fire toward your target, dealing direct damage upon impact.[146][62][147] Increased damage.[146][148][149][150] Burns the target for additional damage over time.[146][148][149]
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[151] Arrow explodes upon reaching the end of its distance.[151] Enemies take burning damage for entering the flames.[151]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[62][152][153] Increased damage. Increased duration.[152][148] Increased damage. Increased duration.[152][148]
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[102][62][103] Increased damage.[102][104] Now knocks down hit targets.[102][104]

Balancing

Les soixante-quatre (64) classes sont décomposées en 8 principaux archétypes. L'équilibrage des compétences actives ne concerne que ces 8 archétypes primaires.[154][155]

  • Il existe 4 principaux groupes d'améliorations assignés à chaque archétype de base. L'équilibrage des améliorations concerne les groupes de chacun des 8 archétypes primaires.[155]

Même si les améliorations changent radicalement les capacités de vos compétences actives, l'accent est toujours mis sur l'archétype de base lui-même et non sur les 64 classes entières.[154]Steven Sharif

Nous ne parlons pas vraiment de 64 vraies classes, nous parlons de huit classes avec 64 variantes...Il n'y a pas autant de variance entre les 64 classes qu'on pourrait s'y attendre. Ce n'est pas comme s'il y avait 64 versions différentes de... classes radicalement différentes.[154]Jeffrey Bard

L'équilibrage dans Ashes of Creation est axé sur le jeu en groupe et non sur le combat à 1 contre 1.[154][156]

Il y aura des affrontements à 1 contre 1 où une classe sera supérieure à une autre; et cela prendra la forme d'une dynamique de pierre-papier-ciseaux. Nous voulons qu'il y ait des contres-jeu entre les différentes classes... Au lieu de cela, ce sera un équilibre axé sur le groupe, où tant que la diversité des classes est présente, ce sera un terrain de jeu égal. Cela dépendra beaucoup des compétences et de la stratégie.[156]Steven Sharif

Certains archétypes secondaires sont capables de "combler le fossé" entre leur homologue.[157]

Certains archétypes sont capables de réduire l'écart entre leur homologue. Si je suis un archétype de Tank et qu'un Mage est mon contre, je peux prendre un secondaire Mage et en quelque sorte combler légèrement le fossé; et ensuite mouvoir mon identité très légèrement dans cette direction.[157]Steven Sharif

Le test de l'Alpha-1 se concentre initialement sur les fonctionnalités de base plutôt que sur l'équilibrage des combats.[8]

Rôles

Ashes of Creation a la trinité traditionnelle des rôles de Tank, DPS et Support/soigneur.[158][159]

Nous avons nos huit archétypes; et la trinité est d'une grande influence envers les huit classes de base. Cependant cette zone dans laquelle on commence à jouer avec les frontières de la trinité est la classe secondaire que vous pouvez choisir. C'est là qu'on commence à mélanger ces espaces et qu'on permet aux gens un peu d'influence sur leur rôle et si oui ou non ils collent parfaitement à une catégorie de la trinitée.[160]Steven Sharif

Meta

L'efficacité des classes, des compétences et de l'équipement dépendra de l'adversaire ou de la rencontre. Il y aura des builds optimaux pour différents défis et niveaux de difficultés. Cette conception vise à éviter tout build méta évident ou universel dans Ashes of Creation.​[161]

  • L'augmentation des niveaux de difficulté inspire davantage une progression de puissance verticale traditionnelle qui est courante dans d'autres MMOs.[161]

Souvent, vous avez juste une échelle de puissance très verticale et cela détermine la chasse, mais lorsque vous avez une variété d'intérêts pour certains types d'adversaires et que cette variété change au fil du temps en raison de l'activité du joueur, cela affecte alors l'économie et le système d'artisan et qui produisait quoi pour quelle demande - et tout est chamboulé. C'est un environnement très amusant dans lequel exister. Il présente une situation plus dynamique plutôt qu'une sélection universelle.[161]Steven Sharif

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[162]Steven Sharif

Weapon use combo system

A weapon use combo system (also referred to as Combo system[163], and Weapon use ability[164]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[163][165]

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.[166]Steven Sharif
The way that the weapon skill tree works is that at different stages of that combat montage you have available procs that can occur. The first swing might be a small stagger that decreases your opponent's accuracy by 15, that could be a proc that you could that you could spec into that decrease in accuracy- might be a status condition called stagger or bewildered or whatever- and that might exist for three or four seconds. Your second option from a skill tree perspective might be on the swing back. You have some type of tapering slow effect that lasts over three seconds- some type of tapering snare; and then the third step strike down might be some potential one second stun status modifier; and each of these you can spec into additional points to increase the chance that these proc.[166]Steven Sharif
  • Depending on class skill choice these effects will have synergy effects with the combat montage.[166]
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.[166]Steven Sharif
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 JcJ or JcE.[166]
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.[166]Steven Sharif
  • Using a skill/ability (other than the weapon attack Q or left-mouse-click) will in general reset the combo.[168]
    • The developers are considering specific abilities might be able to be used without resetting the combo system.[168]

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.[163]Steven Sharif

Classes of weapons

In-game achievable weapons concept art.[169]

Les classes d'armes (également appelées "types d'armes" ou "groupes d'armes") dans Ashes of Creation.[13]

  • Armes contondantes
  • Armes tranchantes
  • Armes Perçantes

Weapon swapping

Weapon swapping in the Ashes of Creation MMORPG will be subject to a cooldown period following any damage taken or done by the player.[171][172]

  • The cooldown will be in the range of a few seconds.[172]

For the MMORPG we want there to be some time between damage received or damage done before you can swap your weapon. It's not going to be substantial. It will maybe be a few seconds.[172]Steven Sharif

Players cannot switch armor while in combat.[171][173]

Raid mechanics

Raids contain intricate combat mechanics.[174]

  • Multiple phase boss fights.
  • Adds.
  • Random oriented skill usage.
  • Telegraphed animations, but no obvious telegraphed templates on the ground.
  • Fights will require location, mobility and strategy.

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[174]Steven Sharif

Telegraphs

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[175]

  • Animation tells.
  • Templates.

List of raid bosses

Utility skill

Pre-alpha rogue climbing a Métropole wall.[176]

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit you know sometimes "story mode".[177]Steven Sharif

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

A utility skill is a non-combat skill that interacts with the environment.[178] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[179]

  • Different classes excel at different skills.[179]
  • All classes will have maneuverability/traversal utility abilities.[180]
    • There will be a grappling hook utility skill or item.[181]
  • Classes will have utility abilities, such as detecting traps and other hazards. For example: The Mage's detection spell casts light and reveals magical explosive hazards.[182]
  • Certain classes are able to climb/parkour in certain areas.[183][184]
    • Climbing/parkour ability is not free-form and will likely be restricted to certain quests, locations or objects.[185][186]
  • Certain classes (such as Rogues) will have stealth abilities.[187]
    • Rogues may also have a spyglass utility skill.[179]
  • Certain objects exist in the world (such as ladders and slides) that aid player mobility.[188]

We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[189]Steven Sharif

Skill Icon Rank 1 Rank 2 Rank 3
Family summon Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[190][191] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[194]
- -
Pathfinding Reveals corrupted player locations on the bounty hunter's map.[195][196] Activating this ability will flag the bounty hunter for combat only to corrupted players for a period of one hour from the time of activation.[195] The pathfinding ability can be toggled on or off.[195][197] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[198] The accuracy of the pathfinding skill is determined by a player's progression in the bounty hunter system.[198]
Stealth This does not render a player completely invisible. Instead, there will be indicators that can help players "feel out" where stealthed individuals may be.[199] - -
Track track icon.png Use this skill to show nearby tracks, leading to unknown adventures.[96] - -

Player death

Player death in an open world dungeon in Alpha-1.[200]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[201]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[202][203][204][205][206] These ash piles are immediately lootable by any player.[203] Marquage de joueur is not triggered by looting.[207]

  • A non-combatant (green player) who dies suffers normal penalties, which include:[205]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[210]Steven Sharif
    • Dropping a percentage of carried gatherables and processed goods.[204][205]
      • This also includes a percentage of the certificates a player is carrying.[206]
      • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[212]
      • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[212][213]
  • A combatant (purple player) who dies suffers these same penalties, but at half the rate of a non-combatant.[205]
  • A corrupt (red player) suffers penalties at four times[214] the rate of a non-combatant, and has a chance to drop any carried/equipped items based on their current corruption score. This includes:[214][205]

Experience debt will scale to approximately 2 or 3 percent of the total XP for a max level player. These numbers are subject to change based on testing.[219]

  • As of May 28, 2021, the experience debt in Alpha-1 testing is "completely off mark" and will either be changed or disabled prior to the next spot test.[219]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[220]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[220]Steven Sharif
  • Death penalties do not differ between JcJ and JcE, but this is subject to change.[221]

Death by drowning is possible.[222]

Mounted combat

Certain mounts will have combat abilities.[223][224]

  • Players can't use their class skills while mounted.[223]
  • Mounts can be targeted separately from the player while mounted.[225]
  • Mounts can be killed by players, but can be resurrected after a certain cooldown period.[225][226]
    • Potions obtained from the Alchemy profession can be used to reduce the cooldown.[227][225]
    • Mounts that die a certain number of times within a set period might gain a debuff that requires a different material component to assist with their resurrection.[227]
    • If a player dies there will be a period of time before their mule despawns. Other players must kill that player's mule to be able to loot it.[212]
    • If a player's mule dies its corpse will contain the same percentage of lootable items as the player.[212][213]

Mount abilities and stats

Noble Warhorn Sprint mount ability.[228]

All mounts will have certain types of abilities: Whether those abilities are utility, or sprint, or some type of combat charge through that knocks down players or something. It just depends on the type of mount and the skills associated with that mount. That's also one component of the animal husbandry system is in creating these mounts you can have unique skill sets associated with them that obviously creates an economy for mount types and and puts some relevancy on the profession of animal husbandry to present unique mounts.[88]Steven Sharif

Supports have different core abilities, utility skills and stats that are based on the rarity of the mount.[229][88][230]

  • Based on skill choice, mounts can be used as initiation vehicles, escape vehicles, utility vehicles, and traversal vehicles.[231]

Mounts have obviously many different applications and that's also going to speak to its identity when it has a skill selection choice too. Like do you- are you more aggressive in initiation with your mount? Okay well you probably want the ones that are going to be able to charge through and do some type of CC effect on players in front of you. Are you more about kind of using them out to dodge and avoid you know different types of things? Well then you probably want some type of invulnerability skills or some type of protective skills that you can activate at certain times. Are you going to be more traversal and focus on kind of speed you use your mount just kind of go around the world and you don't really care about the combat aspect? Well then you probably want some skill sets on your mount that reflect that.[231]Steven Sharif

  • Mounts will have varied speeds.[233]

There's definitely a difficulty from a balance perspective obviously on the design side when you're having to incorporate speeds that are so radically different from the normal player movement speeds; and mounts do have a obviously a significantly faster component there. But that's why you build into the to the skill sets that players have obviously those types of cc's which can either, as we spoke about previously, knock the player off of their mount, kill them with some massive damage, or stun the player. Those are components that are taken into account when balancing out these skill selections.[231]Steven Sharif

  • A player can dismount and have their mount follow them.[88][225]

Dragon abilities

Dragons are epic flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[234][235]

The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[235]Steven Sharif

Combat pets

Combat pets (also referred to as Item pets or Universal combat pets) may be acquired by any archetype.[236]

  • Combat pets have a horizontal progression, not a vertical one. Unlike Summoner summons, combat pets do not increase a player's power, but instead require a sacrifice from the player.[236][237][238]
  • Combat pets may be tamed from certain creatures in the world.[239]
  • Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[237]
  • Combat pets will also be categorized into different rarities.[237]
  • Combat pets may not be able to be summoned in certain dungeons, instances or other spaces.[231]

It will participate in combat. It will allow you different options sometimes, but it won't necessarily increase your power and... you'll be sacrificing something for it.[238]Jeffrey Bard

Combat naval

Tea transport PAX East 2018 exclusive cosmetic ship skin.[240]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's abilities: Let's say in combat or traversing just the world.[241]Steven Sharif

Navires are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[242]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[243]
    • Quest lines may have NPC driven ships.[243]
    • NPC ships will be present on the ocean that are adversaries or monsters that will be targets for players to try to raid or hunt for treasure.[243]

For the most part all ship creation will be delegated to the player. You have to build up a ship or find somebody who has one if you want to get across the seas.[243]Steven Sharif

  • Permissions will be present to allow other players to access ship functions who are in the same party or raid, such as weapons, anchors, utility items, and the ship's helm to navigate the ship.[242]
  • Players will have quests that navigate them toward creating a personal vessel at around level 10-15.[244]

Combat naval involves different types of Navires with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from JcJ and JcE perspectives.[245]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[246]Steven Sharif

Addons/ DPS meters

En général, les addons ne seront pas autorisés.[247]

  • Les développeurs ne veulent pas que les addons/mods soient nécessaire pour vivre une bonne expérience de jeu.[248]
  • Les développeurs pensent que les DPS Meters peuvent avoir des effets négatifs.[247]
  • Le design de l'API du jeu est toujours en développement.[250]
    • Il y aura des outils disponible pour le streaming notamment pour Twitch et quelques autres services, mais ces outils ne seront pas accessibles depuis un API.[251]

nous voulons rendre l'UI et la représentation des données customisables, mais nous ne voulons pas rendre le jeu moddable pour l'instant. Nous changerons peut-être d'avis, mais ce n'est pas prévu à la sortie.[251]Steven Sharif

Nous voulons que le studio puisse offrir le plus possible par lui-même... Nous ne voulons pas d'addons.[248]Steven Sharif

Combat logs

There are combat logs in Ashes of Creation.[252]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[253]Steven Sharif

Factions

Il n'y a pas de factions prédéfinies dans Ashes of Creation.[254]

Nous offrons au joueur ces événements de friction légère et ensuite cela détermine qui sont vos amis et vos ennemis.[255]Steven Sharif

Parce que nous ne sommes pas basés sur des factions, vous voulez accorder à l'utilisateur la possibilité de faire des choses qui sont soit « mauvaises » soit « bonnes », donc il doit y avoir une pléthore de choix du côté maléfique auxquels participer.[256]Steven Sharif

Vidéos

Community guides

Voir également

Les références

  1. Vidéo, 2021-05-28 (25:44).
  2. Vidéo, 2020-03-23 (0:41).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Direct, 2020-08-28 (1:19:24).
  4. Direct, 2017-05-03 (17:59).
  5. Direct, 8 April 2018 (PM) (41:44).
  6. 6.0 6.1 steven-combat-revamp-update.png
  7. 7.0 7.1 7.2 Vidéo, 2021-02-26 (6:17).
  8. 8.0 8.1 8.2 8.3 8.4 Direct, 2021-05-28 (1:13:05).
  9. 9.0 9.1 9.2 9.3 9.4 Direct, 2021-07-30 (31:22).
  10. Direct, 2021-05-28 (1:14:50).
  11. 11.0 11.1 11.2 steven-combat-revamp-update-2.png
  12. 12.0 12.1 12.2 12.3 Direct, 2021-02-26 (27:41).
  13. 13.0 13.1 Entrevue, 2021-02-07 (49:18).
  14. 14.0 14.1 Entrevue, 2021-06-13 (4:12).
  15. Direct, 2021-08-27 (1:15:39).
  16. 16.00 16.01 16.02 16.03 16.04 16.05 16.06 16.07 16.08 16.09 16.10 16.11 16.12 Direct, 2020-08-28 (1:15:39).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 Direct, 2021-06-25 (22:34).
  18. Direct, 2017-11-16 (30:45).
  19. 19.0 19.1 19.2 19.3 19.4 Direct, 2021-06-25 (27:43).
  20. 20.0 20.1 20.2 Direct, 2020-04-30 (1:09:51).
  21. 21.0 21.1 Entrevue, 2019-04-15 (38:03).
  22. 22.0 22.1 Direct, 2021-06-25 (27:10).
  23. Direct, 2021-03-26 (59:21).
  24. Direct, 2021-06-25 (26:11).
  25. Direct, 2020-04-30 (40:19).
  26. 26.0 26.1 Newsletter, 7 August 2018
  27. 27.0 27.1 27.2 27.3 27.4 27.5 Direct, 8 April 2018 (PM) (37:57).
  28. 28.0 28.1 Direct, 2020-08-28 (1:12:50).
  29. 29.0 29.1 29.2 29.3 29.4 Podcast, 2018-08-04 (1:07:59).
  30. 30.0 30.1 30.2 30.3 30.4 30.5 30.6 Podcast, 2018-08-04 (1:11:05).
  31. steven-action-tab-attack-range.png
  32. 32.0 32.1 32.2 32.3 32.4 32.5 Direct, 2020-10-30 (1:15:59).
  33. 33.0 33.1 Direct, 2021-03-26 (1:11:25).
  34. class cleaving.png
  35. 35.0 35.1 Entrevue, 2018-10-20 (3:25:46).
  36. Direct, 2019-11-22 (5:51).
  37. 37.0 37.1 Entrevue, 2018-10-20 (9:10).
  38. steven-headshots-1.png
  39. 39.0 39.1 steven-headshots-2.png
  40. 40.0 40.1 Entrevue, 2018-10-21 (9:10).
  41. Entrevue, 2018-10-20 (3:25:31).
  42. 42.0 42.1 42.2 Direct, 2018-09-27 (34:49).
  43. 43.0 43.1 43.2 43.3 43.4 Direct, 2020-08-28 (2:07:26).
  44. 44.0 44.1 44.2 44.3 44.4 Direct, 2020-07-25 (53:08).
  45. 45.0 45.1 45.2 Direct, 2020-06-26 (1:28:10).
  46. 46.0 46.1 Podcast, 2021-09-29 (52:58).
  47. 47.0 47.1 Direct, 2017-07-28 (1:34:55).
  48. 48.0 48.1 Direct, 2017-07-28 (23:20).
  49. 49.0 49.1 Entrevue, 2018-05-11 (2:45).
  50. Direct, 2017-05-22 (51:00).
  51. Direct, 2020-07-25 (1:33:37).
  52. Direct, 2020-01-30 (1:40:48).
  53. steven-health-nameplate.png
  54. Direct, 2021-01-29 (1:21:01).
  55. 55.0 55.1 55.2 Direct, 2020-04-30 (1:17:13).
  56. 56.0 56.1 Direct, 2017-05-08 (43:30).
  57. Direct, 2021-12-23 (55:32).
  58. Vidéo, 2021-12-23 (23:53).
  59. 59.0 59.1 stevenclarification.png
  60. Direct, 2020-06-26 (1:30:40).
  61. 62.00 62.01 62.02 62.03 62.04 62.05 62.06 62.07 62.08 62.09 62.10 62.11 toast-keybinds-skills.png
  62. Vidéo, 2020-12-23 (1:17).
  63. 64.0 64.1 64.2 Direct, 2020-07-31 (57:33).
  64. 65.0 65.1 Vidéo, 2020-12-22 (7:35).
  65. 66.0 66.1 66.2 66.3 66.4 66.5 Direct, 2017-10-16 (45:52).
  66. 67.0 67.1 67.2 67.3 progression.png
  67. 68.0 68.1 68.2 Direct, 2017-10-16 (46:22).
  68. Vidéo, 2017-05-25 (0:02).
  69. 70.0 70.1 Direct, 2021-07-30 (1:11:29).
  70. autorun.jpg
  71. Direct, 2018-05-04 (51:57).
  72. Direct, 2017-12-15 (1:35:38).
  73. 74.0 74.1 collision.jpg
  74. Entrevue, 2020-03-27 (15:20).
  75. Direct, 2020-06-26 (1:24:06).
  76. 77.0 77.1 77.2 77.3 Direct, 2021-11-19 (50:38).
  77. 78.0 78.1 Direct, 2020-01-30 (1:34:12).
  78. shieldactiveblockA1.png
  79. 80.0 80.1 Direct, 2020-06-26 (1:19:50).
  80. 81.0 81.1 Direct, 2020-12-22 (1:12:56).
  81. 82.0 82.1 82.2 82.3 82.4 Direct, 2017-05-24 (45:12).
  82. 83.0 83.1 Direct, 2020-06-26 (1:50:01).
  83. Direct, 2017-10-16 (25:56).
  84. Direct, 2018-02-09 (28:17).
  85. Direct, 2019-11-22 (1:06:25).
  86. steven-hard-ccs.png
  87. 88.0 88.1 88.2 88.3 88.4 88.5 Direct, 2021-04-30 (1:08:10).
  88. summons-ccs.png
  89. 90.0 90.1 90.2 90.3 90.4 90.5 Alpha-1 screenshot.
  90. 91.0 91.1 Vidéo, 2021-02-09 (1:02).
  91. 92.0 92.1 92.2 92.3 92.4 92.5 Direct, 2020-07-31 (1:14:38).
  92. 93.0 93.1 93.2 93.3 93.4 93.5 Alpha-1 screenshot.
  93. 94.0 94.1 Vidéo, 2021-02-09 (1:26).
  94. 95.0 95.1 95.2 95.3 95.4 95.5 Direct, 2020-07-31 (1:14:28).
  95. 96.0 96.1 96.2 PAX West 2017 Ranger poster.
  96. 97.0 97.1 97.2 Direct, 2017-10-16 (44:49).
  97. 98.0 98.1 98.2 Direct, 2017-10-16 (47:29).
  98. 99.0 99.1 99.2 Alpha-1 screenshot.
  99. Vidéo, 2021-02-09 (0:37).
  100. 101.0 101.1 101.2 Direct, 2020-07-31 (1:14:26).
  101. 102.0 102.1 102.2 102.3 102.4 102.5 Alpha-1 screenshot.
  102. 103.0 103.1 Vidéo, 2020-12-23 (0:40).
  103. 104.0 104.1 104.2 104.3 Direct, 2017-10-16 (39:15).
  104. 105.0 105.1 steven-aggro.png
  105. Direct, 2017-05-17 (1:05:11).
  106. Direct, 2019-06-28 (1:19:00).
  107. Direct, 2017-05-30 (16:25).
  108. 109.0 109.1 109.2 Direct, 2018-12-06 (48:52).
  109. Direct, 2017-10-16 (1:00:44).
  110. Entrevue, 2018-08-08 (22:27).
  111. 112.0 112.1 112.2 Entrevue, 2020-07-18 (1:05:04).
  112. class secondary.png
  113. Direct, 2020-07-25 (1:47:55).
  114. Direct, 2018-02-09 (41:56).
  115. 116.0 116.1 Direct, 2019-12-17 (1:13:14).
  116. 117.0 117.1 Entrevue, 2020-07-18 (1:07:06).
  117. class same.png
  118. February 8, 2019 - Questions and Answers.
  119. Direct, 2019-07-26 (1:09:22).
  120. Direct, 8 April 2018 (PM) (20:45).
  121. augmentcolors.png
  122. Entrevue, 2018-05-11 (53:15).
  123. 124.0 124.1 Direct, 2021-09-24 (1:18:06).
  124. Direct, 2021-06-25 (23:08).
  125. Entrevue, 2020-07-29 (55:44).
  126. Entrevue, 2020-07-19 (53:59).
  127. Entrevue, 2020-07-18 (1:07:51).
  128. 129.0 129.1 Direct, 2017-07-28 (19:05).
  129. Direct, 2017-11-16 (30:02).
  130. Entrevue, 2020-07-29 (54:44).
  131. Direct, 28 Août 2020 (1:21:03).
  132. Direct, 3 Mai 2017 (15:15).
  133. 134.0 134.1 Direct, 2022-03-28 (1:41:42).
  134. 135.0 135.1 Direct, 3 Mai 2017 (17:59).
  135. 136.0 136.1 Direct, 28 Août 2020 (1:19:24).
  136. Direct, 16 Novembre 2017 (30:45).
  137. Direct, 16 Novembre 2017 (30:02).
  138. Direct, 19 Mai 2017 (43:09).
  139. Direct, 2017-06-30 (29:13).
  140. 141.0 141.1 141.2 Direct, 2017-10-16 (45:37).
  141. Alpha-1 screenshot.
  142. Vidéo, 2021-02-09 (0:49).
  143. 144.0 144.1 144.2 Direct, 2020-07-31 (1:14:33).
  144. Direct, 8 April 2018 (PM) (26:19).
  145. 146.0 146.1 146.2 Alpha-1 screenshot.
  146. Vidéo, 2020-12-23 (0:31).
  147. 148.0 148.1 148.2 148.3 Blog: Blazing the way - Mage Alpha One Preview.
  148. 149.0 149.1 Direct, 2017-10-16 (38:35).
  149. PAX West 2017 Mage poster.
  150. 151.0 151.1 151.2 Direct, 2017-10-16 (46:52).
  151. 152.0 152.1 152.2 Vidéo, 2020-12-22 (7:36).
  152. Vidéo, 2020-12-23 (1:29).
  153. 154.0 154.1 154.2 154.3 Direct, 2020-10-30 (33:26).
  154. 155.0 155.1 Entrevue, 2018-10-20 (2:40:17).
  155. 156.0 156.1 156.2 Podcast, 2018-04-23 (59:28).
  156. 157.0 157.1 Podcast, 2018-04-23 (1:01:01).
  157. 158.0 158.1 158.2 158.3 Group dynamics blog.
  158. 159.0 159.1 159.2 159.3 Direct, 2017-05-22 (46:04).
  159. 160.0 160.1 Entrevue, 2018-10-20 (2:40:16).
  160. 161.0 161.1 161.2 161.3 Podcast, 2021-04-11 (54:35).
  161. Entrevue, 2018-10-20 (2:53:52).
  162. 163.0 163.1 163.2 Direct, 2020-01-30 (1:28:40).
  163. Direct, 2018-01-18 (22:46).
  164. steven-auto-attack-definition.png
  165. 166.0 166.1 166.2 166.3 166.4 166.5 166.6 166.7 Podcast, 2021-09-29 (47:57).
  166. Direct, 2021-09-24 (1:19:17).
  167. 168.0 168.1 Direct, 2020-02-28 (1:10:21).
  168. Direct, 2021-04-30 (53:08).
  169. Vidéo, 2018-08-17 (0:01).
  170. 171.0 171.1 Entrevue, 2020-07-18 (1:03:45).
  171. 172.0 172.1 172.2 Direct, 2019-05-30 (1:15:58).
  172. Direct, 2017-07-28 (34:32).
  173. 174.0 174.1 Direct, 8 April 2018 (PM) (1:14:01).
  174. Direct, 2017-05-22 (49:38).
  175. Vidéo, 2017-05-09 (0:57).
  176. Direct, 2020-07-25 (42:49).
  177. Direct, 2017-06-30 (30:34).
  178. 179.0 179.1 179.2 Direct, 2017-05-12 (33:10).
  179. class mobility.png
  180. Direct, 2017-05-12 (18:00).
  181. class utilities.png
  182. Direct, 2017-05-15 (15:10).
  183. utility skills.jpg
  184. Direct, 2018-01-18 (34:56).
  185. Direct, 2019-06-28 (1:21:46).
  186. class stealth.png
  187. Direct, 2021-10-29 (1:07:11).
  188. Direct, 2017-05-24 (57:41).
  189. Entrevue, 2020-07-19 (1:20:58).
  190. Podcast, 2020-07-26 (1:34:47).
  191. Podcast, 2020-07-26 (1:32:15).
  192. steven-family-summon.png
  193. steven-family-summon-2.png
  194. 195.0 195.1 195.2 steven-bounty-hunters-2.png
  195. 196.0 196.1 Entrevue, 2017-04-27 (9:28).
  196. corruption toggle.png
  197. 198.0 198.1 Direct, 2017-05-24 (48:00).
  198. Direct, 2017-05-03 (49:39).
  199. Direct, 2020-03-28 (1:58:24).
  200. Podcast, 2018-04-23 (49:21).
  201. Direct, 2021-09-24 (51:20).
  202. 203.0 203.1 Direct, 2021-03-26 (1:07:33).
  203. 204.0 204.1 a419c5398b542a713545e4f393d67215.png
  204. 205.0 205.1 205.2 205.3 205.4 205.5 205.6 205.7 205.8 Podcast, 2017-05-05 (43:05).
  205. 206.0 206.1 Entrevue, 2020-07-18 (27:11).
  206. Podcast, 2021-04-11 (34:41).
  207. Direct, 2017-05-19 (13:37).
  208. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  209. 210.0 210.1 Entrevue, 2021-02-07 (13:14).
  210. Entrevue, 2020-07-29 (16:46).
  211. 212.0 212.1 212.2 212.3 Direct, 2021-01-29 (1:24:27).
  212. 213.0 213.1 Direct, 2018-09-27 (47:46).
  213. 214.0 214.1 214.2 Entrevue, 2020-07-18 (41:54).
  214. Direct, 2017-11-17 (35:20).
  215. Entrevue, 2018-05-11 (15:41).
  216. Direct, 2021-06-25 (1:15:37).
  217. Entrevue, 2018-05-11 (3:43).
  218. 219.0 219.1 Direct, 2021-05-28 (1:50:50).
  219. 220.0 220.1 Direct, 2020-12-22 (1:13:51).
  220. Direct, 2017-05-15 (36:23).
  221. Direct, 2017-07-28 (50:22).
  222. 223.0 223.1 Direct, 2017-05-05 (22:44).
  223. Direct, 8 April 2018 (AM) (12:34).
  224. 225.0 225.1 225.2 225.3 Entrevue, 2020-07-19 (1:05:41).
  225. Direct, 2017-05-05 (38:27).
  226. 227.0 227.1 Podcast, 2021-09-29 (32:35).
  227. Vidéo, 2021-02-26 (20:25).
  228. Direct, 2021-10-29 (51:48:).
  229. mount stats.png
  230. 231.0 231.1 231.2 231.3 231.4 Direct, 2021-04-30 (1:10:04).
  231. mount abilities.png
  232. mount speeds.png
  233. dragon abilities.png
  234. 235.0 235.1 235.2 Direct, 8 April 2018 (PM) (51:49).
  235. 236.0 236.1 Entrevue, 2022-01-14 (42:18).
  236. 237.0 237.1 237.2 Direct, 2020-10-30 (1:21:14).
  237. 238.0 238.1 Direct, 2019-06-28 (1:24:27).
  238. Direct, 2018-01-18 (33:09).
  239. Ashes of Creation Store: Tea transport.
  240. Direct, 2018-10-31 (54:21).
  241. 242.0 242.1 Direct, 2021-05-28 (1:52:15).
  242. 243.0 243.1 243.2 243.3 Direct, 2021-09-24 (1:26:46).
  243. Direct, 2021-07-30 (1:14:04).
  244. 245.0 245.1 245.2 Direct, 2017-07-28 (47:53).
  245. Direct, 2019-06-28 (1:12:08).
  246. 247.0 247.1 Direct, 2017-05-05 (20:02).
  247. 248.0 248.1 Entrevue, 2018-10-20 (6:29).
  248. Direct, 2017-05-05 (43:27).
  249. Direct, 2017-05-05 (21:41).
  250. 251.0 251.1 Entrevue, 2018-05-11 (49:03).
  251. Ashes of Creation Forums - No Damage Meter?
  252. Ashes of Creation Forums - No participation trophy.
  253. Direct, 2017-05-26 (39:36).
  254. 255.0 255.1 255.2 255.3 255.4 Entrevue, 2020-07-18 (22:26).
  255. Direct, 8 April 2018 (PM) (11:27).