Mobilité

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Revamped Alpha-1 Mage Fireball ability.[1][2]

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

A lot of abilities you have the capability of moving while casting. It's going to decrease your movement speed significantly or depending on the type of ability. We do reserve the cost- and that's really what it is when you tie ability usage to mobility- we do reserve the cost of requiring the character to remain stationary on some big effect type abilities.[3]Steven Sharif
  • Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[3][8]
Most abilities you'll find in Ashes of Creation are capable of being cast while moving. Some of those abilities might slow your movement during the cast, but you can continue to move. Very rarely, and depending on obviously the importance of the ability or the power level of that ability, you might be rooted in place. So, for example, the AoE ability [Chains of Restraint] has a lot going on. It has damage ticking over time, it is an area of effect, it also has a status condition application; and in those instances the player character gets rooted.[8]Steven Sharif
  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[11][12]
    • Crouching may or may not be in the game.[13][14]
  • The ability to prone is not be in the game.[13][14]
There's a balance in the game design between your movement speed on attack and the movement speed of your opponent. When you have a game that is both PvE centric as well as PvP centric, you have to make sure that combat is blended for both approaches; and we can always run into problems where, if you're significantly hampered in your movement speed, that has an effect on how we expect player versus player engagements to interact; and we don't want to restrict a player's ability to be mobile if they're the target of an attack. And as a result of that we need to make sure that we don't restrict the movement abilities of the player who is doing the attacking as well. So we want it to be relatively free for you to stay with each other. Your opponents move around the battlefield together and if we're hampering you on the attack action, we have to then implement some type of snare, or slow, or cc effect essentially on your opposing target; and that's not the approach we want to take for for PvP.[16]Steven Sharif
If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[17]Steven Sharif
Q: If a ranger is super mobile, what are the melee's options in order to catch them?
A: Different class kits will provide different gap closers. They'll provide different mobility skills. They'll have lockdowns. They'll have chains to pull back. They'll have a lot of different things in the rotation. That's part of what an MMORPG experience is. You're not just restricted to three or six skills, you have a rotational suite; and depending on the type of challenges you face is going to help determine which of those rotations you spec into from your skill tree.[18]Steven Sharif
info-orange.pngCette section contient des informations sur les premières phases de test. Il sera mis à jour dès que de nouvelles informations seront disponibles.
Skill Icon Base skill
Air Strike Air Strike New.png Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[19] The root effect is nature based.[20]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[21][22]
Call of the Wild Call of the Wild Icon.png Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[23]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[24]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[25]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[26]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[27][28] An ally is defined as any non-combatant player or non-mob NPC.[29]

Remaniement du système de combat

Aperçu du combat avec une arme de mêlée et la séparation du corps lors de l'Alpha 1 [5]

Je peux me déplacer tout en cognant ce gars. Je peux reculer puis continuer à l'attaquer. J'ai un contrôle total sur mon personnage lorsque j'attaque.[5]Steven Sharif

Un remaniement du système de combat sera déployé durant et après le test de l'Alpha 1 basé sur les commentaires des joueurs.[30][31][2]

  • L'objectif est de donner plus d'impact au joueur et de tendre vers un flux de combat plus fluide avec une plus grande mobilité lors de l'utilisation de capacités.[32][1]
  • Le système de combat hybride actuel va être conservé après le remaniement.[32]
  • Ce remaniement ne représentera pas la forme finale du combat, mais définira la direction générale que le combat prendra.[33]
  • Le remaniement emploiera la méthode itérative et sera déployée auprès des testeurs sous différentes phases.[1]

Le remaniement du système de combat comprendra les animations de corps séparés, où le corps supérieure du personnage peut être verrouillé par l'animation des attaques de l'arme pendant que le corps inférieur est libre de continuer de se déplacer.[5][6][7]

Vous serez capable d'avancer tout en frappant avec votre arme; et cela vous permettra d'avoir un contrôle total sur votre arme lors des attaques de mêlées.[5]Steven Sharif

  • Les tests de l'Alpha-1 sont initialement axés sur les fonctionnalités de base plutôt que sur l'équilibrage du combat.[7]
Q: Au vu des récents retours, vers quelle direction tendez-vous concernant la séparation du corps contre l'immobilisation du mouvement ?
R: Nous nous dirigeons vers la séparation du corps.[34]Steven Sharif

Weapon weights

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

There is a balance between player motion and agency as we call it and weapon weightedness- that almost locked-in-place rooted position- the heavier the weapon is, the more restrictions you want to place on that player agency to showcase the rooted effect: That weight- that heavyweight aspect; and so what we've done by presenting you guys with both the dual daggers and the two-handed weapon is we've shown the range between that complete player agency: a player agency in the light weapon attacks that's the dual daggers, and the maximum range of of rootedness or weightedness that's present on the two-handed weapon; and that's the spectrum in which our basic melee combat will exist within. So if there are medium weapon groups that exist in-between there, it's going to be somewhere in between that spectrum.[36]Steven Sharif

Déplacement du joueur

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[38]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[39]
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.[38]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[40]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[41]

Collision

There are player and spell/projectile collision mechanics in Ashes of Creation.[45][46][47]

  • 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.[48][47]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[50]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[45]
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.[46]Steven Sharif

Dodging/Weaving/Evasion

Esquiver in Alpha-1 early combat.[51]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[51]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[52][53][54]

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.[53]Steven Sharif

Jumping

Jumping puzzles will occasionally feature in the world.[59]

Swimming

Sous-marin content will be accessible, not cumbersome.[64]

Treasures may be obtained through fishing and by exploring naval content.[67][68]

Interruption d'animation

Interruption d'animation will not be a combat mechanic in Ashes of Creation.[69][70]

Summoning mounts

Invocation d'une monture durant l'Alpha-1.[71]

Nous voulons être sur qu'invoquer son coursier et commencer à se déplacer avec elle ne soit pas une procédure lourde ... Les coursiers joueront un rôle important dans la mobilité.[71]Steven Sharif

Les montures sont sous forme d'objets que le joueur transporte avec lui pour activer l'invocation de monture à côté de lui.[72]

  • Les montures peuvent en général être invoquées pendant un combat dans le monde ouvert.[73]
    • Il peut cependant y avoir des restrictions à ça, notamment dans les donjons, les instances ou encore d'autres espaces ou invoquer une montures ne sera pas possible.[73]

Une monture peut-être un transport initiatique, un transport pour fuir, un transport utilitaire, ou même un transport de traversée[73]Steven Sharif

Les montures seront des objets que les joueurs pourront transporter sur eux et qu'ils pourront activer afin d'invoquer la dite monture en face d'eux ou à côté d'eux; Ils pourront ensuite la chevaucher.[72]Steven Sharif

  • Un joueur peut descendre de monture et avoir sa monture qui le suit.[75][76]
    • Certaines capacités avec effets de contrôle de foule peuvent faire descendre un joueur de sa monture. Dans ce cas, la monture restera et aura sa propre barre de vie ainsi que d'autres statistiques.[75]
    • Durant l'Alpha-1 les montures de test n'étaient pas séparées de leurs joueurs, mais dans le futur ça sera le cas.[75]

Pour le moment, nous n'en sommes pas encore à la phase ou la monture et le joueur sont séparés. Vous montez automatiquement sur votre monture pour le moment dès lors que vous l'invoquez. Mais dans le futur, vous pourrez l'invoquer, et ne serez pas automatiquement dessus juste après l'invocation. Elle se tiendra juste à vos côtés. Elle vous suivra, et vous pourrez monter dessus si vous le souhaitez.[75]Steven Sharif

  • Désinvoquer sa monture la fera retourner sous forme d'objet dans l'inventaire du joueur.[74]

Fast travel

Le voyage rapide est limité dans Ashes of Creation.[77]

Il n'existe que très peu de téléportations dans le monde. On peut en débloquer une partie grâce à des métropoles d'un certain type. En outre, il existe des montures qui permettent de voyager plus rapidement et des services qui permettent de voyager rapidement entre les noeuds.[41]Steven Sharif

Public transportation

There are multiple types of public transportation services where players can go AFK and be driven somewhere.[79][80]

One of the nodes has the idea of an airship that can go from node to node and I'm certain that we will have harbors that do similar things with other node types... It might be something that could be player-driven... We're sure to have a taxi system where you load up a couple people and you drive them somewhere while you AFK.[79]Jeffrey Bard

Faster travel

Les voyages plus rapides dans Ashes of Creation font référence aux.[84]

Même s'il n'y a pas de voyage rapide, il y a un voyage plus rapide. Donc, vous connaissez les montures. Il y aura des points de vol entre certains nœuds via l'utilisation de créatures automatisées volantes que vous pourrez utiliser. Des choses comme ça.[84]Steven Sharif

Voir également

Les références

  1. 1.0 1.1 1.2 1.3 Direct, 2021-02-26 (27:41).
  2. 2.0 2.1 Vidéo, 2021-02-26 (6:17).
  3. 3.0 3.1 3.2 3.3 3.4 Direct, 2023-07-28 (1:02:23).
  4. 4.0 4.1 4.2 Direct, 2022-06-30 (46:30).
  5. 5.0 5.1 5.2 5.3 5.4 Direct, 2021-07-30 (31:22).
  6. 6.0 6.1 Entrevue, 2021-06-13 (4:12).
  7. 7.0 7.1 7.2 Direct, 2021-05-28 (1:13:05).
  8. 8.0 8.1 8.2 Direct, 2022-12-02 (59:47).
  9. Direct, 2020-04-30 (1:17:13).
  10. Direct, 2017-05-08 (43:30).
  11. 11.0 11.1 Direct, 2021-12-23 (55:32).
  12. Vidéo, 2021-12-23 (23:53).
  13. 13.0 13.1 Direct, 2022-10-14 (48:45).
  14. 14.0 14.1 stevenclarification.png
  15. Direct, 2020-06-26 (1:30:40).
  16. 16.0 16.1 Direct, 2022-06-30 (49:42).
  17. 17.0 17.1 Direct, 2023-12-19 (1:16:19).
  18. 18.0 18.1 Direct, 2022-09-30 (51:28).
  19. Air Strike New Description.png
  20. Vidéo, 2022-09-30 (15:28).
  21. Vidéo, 2023-04-28 (4:40).
  22. Call of the Wild Description.png
  23. Trail Speed Bonus Description.png
  24. progression.png
  25. Speed Boost Description New.png
  26. Vidéo, 2023-07-28 (24:03).
  27. Wings of Salvation Info Panel.png
  28. Vidéo, 2023-07-28 (24:16).
  29. Direct, 2021-05-28 (1:14:50).
  30. steven-combat-revamp-update.png
  31. 32.0 32.1 steven-combat-revamp-update-2.png
  32. Entrevue, 2021-02-07 (49:18).
  33. Direct, 2021-08-27 (1:15:39).
  34. Direct, 2022-10-28 (1:29:48).
  35. 36.0 36.1 36.2 36.3 Direct, 2022-06-30 (42:29).
  36. Vidéo, 2017-05-25 (0:02).
  37. 38.0 38.1 Direct, 2021-07-30 (1:11:29).
  38. Reddit - Developer response to unique ability visuals.
  39. autorun.jpg
  40. 41.0 41.1 41.2 41.3 41.4 Direct, 2018-05-04 (51:57).
  41. Direct, 2017-12-15 (1:35:38).
  42. Direct, 2023-05-31 (1:10:08).
  43. Vidéo, 2021-12-23 (7:05).
  44. 45.0 45.1 Direct, 2023-12-19 (1:52:02).
  45. 46.0 46.1 46.2 Direct, 2023-12-19 (1:20:09).
  46. 47.0 47.1 collision.jpg
  47. Entrevue, 2020-03-27 (15:20).
  48. Direct, 2023-10-31 (1:30:52).
  49. Direct, 2023-12-19 (1:17:45).
  50. 51.0 51.1 51.2 Direct, 2020-08-28 (1:19:24).
  51. 52.0 52.1 Direct, 2023-01-27 (1:06:02).
  52. 53.0 53.1 Direct, 2022-06-30 (51:17).
  53. 54.0 54.1 Direct, 2020-01-30 (1:34:12).
  54. Direct, 2021-11-19 (50:38).
  55. Direct, 2020-06-26 (1:24:06).
  56. Direct, 2022-12-02 (1:05:08).
  57. 58.0 58.1 Vidéo, 2020-05-31 (26:42).
  58. Direct, 2017-07-28 (39:49).
  59. Vidéo, 2023-03-31 (8:47).
  60. Direct, 2018-02-09 (10:42).
  61. 62.0 62.1 Direct, 2020-07-31 (1:42:41).
  62. Direct, 2021-01-29 (1:00:57).
  63. Direct, 2017-05-19 (38:46).
  64. Direct, 2020-09-30 (55:39).
  65. Direct, 2022-10-14 (30:12).
  66. Podcast, 2021-04-11 (36:43).
  67. fishing.jpg
  68. 69.0 69.1 Direct, 2019-11-22 (1:09:37).
  69. Direct, 2017-05-17 (1:05:11).
  70. 71.0 71.1 Direct, 2020-04-30 (56:16).
  71. 72.0 72.1 Direct, 2018-04-8 (AM) (12:34).
  72. 73.0 73.1 73.2 Direct, 2021-04-30 (1:10:04).
  73. 74.0 74.1 Direct, 2017-11-17 (33:17).
  74. 75.0 75.1 75.2 75.3 Direct, 2021-04-30 (1:08:10).
  75. Entrevue, 2020-07-19 (1:05:50).
  76. caravan zerg.png
  77. Node series part II – the Metropolis.
  78. 79.0 79.1 79.2 79.3 79.4 Direct, 2018-06-04 (45:30).
  79. 80.0 80.1 Direct, 2017-11-17 (50:52).
  80. 81.0 81.1 Direct, 2022-10-14 (45:31).
  81. 82.0 82.1 steven-stream-clarifications-august-2022.png
  82. 83.0 83.1 83.2 Direct, 2020-08-28 (2:06:42).
  83. 84.0 84.1 84.2 84.3 84.4 Entrevue, 2018-08-17 (24:48).
  84. 85.0 85.1 85.2 Blog: Know Your Nodes - Scientific Node Type
  85. mount speeds.png
  86. Entrevue, 2020-07-19 (1:20:58).