Système de combo des armes

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Work-in-progress Alpha-2 weapon attack combo customization.[1]

In addition to the later hits in the combo doing additional damage, you also unlock proc effects. So, on your fifth hit you unlock the special fifth hit, which gives you 10% bonus critical strike chance, which you just proc there; and then the sixth hit you unlock the special six hit which gives you arrow storm which causes your next I believe, 10 attacks to fire an additional arrow at the target.[2]Brian Ferguson

Alpha-2 Mage demonstrating a Frostbolt, Lightning Strike, and Wand weapon attack combo.[3]

This is a single Target projectile attack that applies two stacks of Chilled to the enemy; and then after that hit him with a few wand attacks. Now you'll see that you've gotten a Frozen status effect on him and then he timed that really well there... in that very last frame you'll see that he hit him with a lightning effect... So that's a good way to get your burst damage if you're rotating your spells and your elements the correct way.[3]Keenan Reimer

A weapon use combo system (also referred to as Weapon attack combo, Weapon combo, Combo system[4], and Weapon use ability[5]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[6][4][7]

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.[8]Steven Sharif
  • The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[1][10]
We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[1]Brian Ferguson
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.[8]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.[8]
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.[8]Steven Sharif
  • Using a skill/ability other than a basic attack will in general reset the combo.[9]
    • The developers are considering specific abilities that might be able to be used without resetting the combo system.[9]
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.[4]Steven Sharif

Basic attacks

Les attaques de base sont déclenchées pour l'arme primaire en appuyant sur Q ou le clic gauche de la souris (ces touches peuvent être réattribuées par le joueur).[12][13][8]

  • Les joueurs peuvent choisir quelle arme ils souhaitent utiliser en arme primaire pour les attaques de base.[12][13][14]
  • Chaque type d'arme a ses propres attaques de base.[15][16]
  • Les armes à distance peuvent tirer à l'aveugle sans avoir de cible.[17]
    • Si les joueurs sont en mode caméra active, et que leur viseur est sur la cible, ils pourront soft lock (verrouiller) cette cible, afin que leurs projectiles atteignent leur cible, si elle est à portée et dans le bon angle.[17]
quand vous utilisez l'attaque de base avec une arme, vous pouvez tirer à l'aveugle si l'arme est associée à un projectile, sans avoir de cible. De plus, si votre viseur en mode caméra active est sur une cible, vous verrouillerez cette cible, afin que vos projectiles atteignent leur cible, si elle est à portée et dans le bon angle.[17]Steven Sharif
Skill Icon Base skill
Longbow basic attack Bow basic attack.png A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[19][15][16]
Shortbow basic attack Copper Shortbow Icon.png A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[15][16]

Synergies

Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[20][21][22][23][6][24][8][25][26][27][4][28][29] These synergies also apply to active skills from other characters.[20][30]

Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[20]Steven Sharif
When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[31]Steven Sharif

Weapon progression

In-game achievable sword and polearm rendus 3D.[32]

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.[33]Steven Sharif

Armes have their own progression paths.[4][34]

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that play rock-paper-scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[29]Steven Sharif

Weapon skill tree

Basic weapon attack livestream teaser.[36]

L’idée est que chacune de ces armes ait un arbre de compétences unique pour les différentier, pas seulement en matière de sensations, mais aussi de mécaniques. L’une des choses importantes que nous voulons vraiment inclure dans Ashes, est une vaste base de compétences, afin que les joueurs puissent construire leurs personnages comme ils le souhaitent ; et que cela dépasse leur panoplie de classe. Par exemple, si je suis un ranger, je peux me spécialiser à l’arc court ou à l’arc long, et ce seront deux builds très différents. Dans cet exemple je pourrais avoir une partie de l’arbre de compétences (arc court) spécialisé dans le saignement qui pourrait entrer en synergie avec les compétences spécifiques du ranger, pour lesquelles l’arc long n’aurait pas nécessairement de synergie. Le choix de leurs armes influera sur les compétences dans lequel un archétype est spécialisé.[24]Tradd Thompson

Les compétences d’armes octroient des compétences passives, des effet de procs et autres effets de status, plutôt que des compétences utilisables dans la barre d’action du joueur.[37] Plus il y aura de points de compétences alloués à un arbre de compétences d’armes, plus un joueur maîtrisera cette dernière. Cela a des influences variées comme le nombre d’attaques, la vitesse d’attaque, ou encore les chances d’effets de procs avec les attaques de base délivrées par cette arme. Ces procs pourraient entrer en synergie avec les compétences actives du joueur.[22][23][6][24][8][25][26][27][4][28][29] Ces synergies fonctionnent aussi avec les compétences actives des autres joueurs.[30]

Notre approche ne sera pas de distribuer des compétences via les armes. Ce sera de distribuer des compétences via les classes.[22]Steven Sharif
Disons qu’une dague a un effet tranchant qui fait saigner ou qui estropie la cible… A chacune de vos attaques vous avez une chance de déclencher cet effet. Ensuite cet effet peut entrer en synergie avec les compétences actives que votre arbre de compétences propose. Donc imaginons que l’attaque sournoise fait 30 dégâts supplémentaires à une cible qui saigne. Si vous attaquez avec votre arme principale en premier pour déclencher l’effet de saignement, puis que vous utilisez la compétence d’attaque sournoise, alors vous avez une synergie.[27]Steven Sharif
Imaginons que vous pouvez utiliser une attaque sournoise pour faire des dégâts, et que cette attaque a un modificateur sur ses dégâts à condition que vous soyez derrière la cible, et qu’elle inflige 50 dégâts supplémentaires si la cible saigne. Alors vous voudrez essentiellement mettre en synergie les conditions de proc de votre arme, avec vos compétences actives, afin que vous puissiez synchroniser certaines compétences actives avec les effets de statuts infligés à la cible. [26]Steven Sharif

Classes d'armes

In-game achievable weapons concept art.[32]

Les classes d'armes (également appelées "types d'armes" ou "groupes d'armes") dans Ashes of Creation.[25]

  • Armes contondantes
  • Armes tranchantes
  • Armes Perçantes

Weapon weights

Weapon weight refers to how the mass of a weapon affects its performance during combat.[41]

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.[42]Steven Sharif

Compétence ultime

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.

Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the Système de combo des armes.[43]

- None -

Weapon use combo system status

The weapon use combo system plays heavily into the weapon skill trees, which are planned for Alpha-2 and beyond.[10]

Voir également

Les références

  1. 1.0 1.1 1.2 Vidéo, 2023-12-19 (8:37).
  2. Vidéo, 2023-12-19 (10:08).
  3. 3.0 3.1 Vidéo, 2023-04-28 (15:35).
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 Direct, 2020-01-30 (1:28:40).
  5. 5.0 5.1 Direct, 2018-01-18 (22:46).
  6. 6.0 6.1 6.2 6.3 6.4 Direct, 2022-09-30 (43:45).
  7. steven-auto-attack-definition.png
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 Podcast, 2021-09-29 (47:57).
  9. 9.0 9.1 9.2 9.3 9.4 Direct, 2020-02-28 (1:10:21).
  10. 10.0 10.1 Direct, 2021-09-24 (1:19:17).
  11. Vidéo, 2023-04-28 (14:55).
  12. 12.0 12.1 Direct, 2022-09-30 (49:16).
  13. 13.0 13.1 Podcast, 2021-09-29 (40:50).
  14. Entrevue, 2018-05-11 (16:32).
  15. 15.0 15.1 15.2 Vidéo, 2022-09-30 (19:32).
  16. 16.0 16.1 16.2 Vidéo, 2022-09-30 (10:44).
  17. 17.0 17.1 17.2 Direct, 2023-04-28 (55:55).
  18. Direct, 2022-09-30 (46:17).
  19. Direct, 2022-09-30 (26:42).
  20. 20.0 20.1 20.2 Entrevue, 2023-07-09 (1:14:09).
  21. Direct, 2022-12-02 (56:09).
  22. 22.0 22.1 22.2 22.3 Direct, 2022-06-30 (1:12:38).
  23. 23.0 23.1 23.2 23.3 Direct, 2022-09-30 (53:15).
  24. 24.0 24.1 24.2 24.3 24.4 Vidéo, 2022-09-30 (24:49).
  25. 25.0 25.1 25.2 25.3 25.4 Entrevue, 2021-02-07 (49:18).
  26. 26.0 26.1 26.2 26.3 26.4 26.5 26.6 Entrevue, 2020-07-19 (53:59).
  27. 27.0 27.1 27.2 27.3 27.4 27.5 27.6 Entrevue, 2020-07-18 (1:07:51).
  28. 28.0 28.1 28.2 28.3 February 8, 2019 - Questions and Answers.
  29. 29.0 29.1 29.2 29.3 29.4 29.5 29.6 29.7 Direct, 2018-06-04 (1:11:19).
  30. 30.0 30.1 Entrevue, 2020-07-29 (55:44).
  31. Entrevue, 2023-07-09 (1:16:45).
  32. 32.0 32.1 Direct, 2021-04-30 (53:08).
  33. Entrevue, 2018-10-20 (2:53:52).
  34. Direct, 2018-05-04 (45:37).
  35. Direct, 2021-06-25 (1:29:39).
  36. Twitter - What’s your go-to weapon?
  37. Direct, 2022-10-14 (18:34).
  38. 38.0 38.1 Direct, 2023-05-31 (1:12:58).
  39. Direct, 2022-09-30 (1:13:23).
  40. Direct, 2022-10-28 (1:29:48).
  41. Direct, 2022-06-30 (46:30).
  42. 42.0 42.1 42.2 42.3 Direct, 2022-06-30 (42:29).
  43. Direct, 2017-06-30 (29:13).
  44. Podcast, 2018-05-11 (57:42).