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Remaniement du système de combat

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

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.[1]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.[2][3][4]

  • 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.[5][6]
  • Le système de combat hybride actuel va être conservé après le remaniement.[5]
  • Ce remaniement ne représentera pas la forme finale du combat, mais définira la direction générale que le combat prendra.[7]
  • Le remaniement emploiera la méthode itérative et sera déployée auprès des testeurs sous différentes phases.[6]

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.[1][8][9]

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.[1]Steven Sharif

  • Les tests de l'Alpha-1 sont initialement axés sur les fonctionnalités de base plutôt que sur l'équilibrage du combat.[9]
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.[10]Steven Sharif

Mobilité

Revamped Alpha-1 Mage Fireball ability.[6][4]

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.[6]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.[11]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.[11][13]
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.[13]Steven Sharif
That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[16]Steven Sharif
  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[17][18]
    • Crouching may or may not be in the game.[19][20]
  • The ability to prone is not be in the game.[19][20]
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.[22]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.[23]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.[24]Steven Sharif
Skill Icon Origin Description
Air Strike Air Strike New.png Ranger Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[25] The root effect is nature based.[26]
Blink Blink.png Mage Instantly teleport a set distance in the direction you are moving.[27][28]
Blitz Blitz.png Fighter Charge directly toward target enemy, dealing Physical damage to the target on arrival.[29]
Call of the Wild Call of the Wild Icon.png Ranger Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[30]
Caravan Trail Speed Bonus Trail Speed Bonus.png Caravan Minor speed boost for travelling on a simple trail.[31]
Exert Exert.png Fighter Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[32]
Form Of Celerity Form of Celerity.png Fighter While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[33]
Form Of Fluidity Form of Fluidity.png Fighter While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[34]
Leap Strike Leap Strike.png Fighter Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[35]
Lunging Assault Lunging Assault.png Fighter Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[36]
Recharging Lunging Assault Recharging Lunging Assault Skill Tree IconAlpha.png Fighter Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[37]
Shield Assault ShieldAssaultIcon.png Tank Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[38]
Speed Boost Speed Boost.png Caravan Gives the caravan a temporary speed boost.[39]
Unstoppable Exert Reinvigorating Exert Skill Tree IconAlpha.png Fighter Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[40]
Whirlwind Whirlwind.png Fighter Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[41]
Wings of Salvation Wings of Salvation.png Cleric Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[42][43] An ally is defined as any non-combatant player or non-mob NPC.[44]

JcJ

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.
Combats JcJ autour d'une caravane en monde ouvert dans l'Alpha-1.[46]

Le combat entre joueurs dans Ashes of Creation est à la fois vaste et intime. Il couvre de nombreux aspects du jeu lui-même. Des grandes batailles politiques tenues dans les champs de vastes châteaux, aux conflits en monde ouvert menés pour la fierté des Chefs de Guilde. Un joueur peut choisir de participer au destin du monde en influençant le cours de la bataille avec ses prouesses au combat. Nos mécaniques PvP suivent un système de marquage, ainsi que des zones PvP statiques à certains points d'intérêt ; combattez pour le contrôle de villes, châteaux, caravanes ou terrains de chasse. Notre PvP est conçu pour offrir aux joueurs un monde bien équilibré et équitable à façonner par la plume, ou l'épée s'ils le choisissent.[47]

Le JcJ est le catalyseur du changement dans Ashes of Creation.[48] Le combat JCJ (combat joueur contre joueur) est destiné à être significatif, allant des batailles de caravanes à de vastes conflits en monde ouvert menés pour la fierté des Rois et Reines.[49]

Puisque les joueurs sont motivés par différentes choses, parce qu'ils veulent quelque chose du jeu que d'autres joueurs ne veulent pas, cela va causer des conflits. Différents joueurs vont vouloir différentes expériences et le conflit entre eux créera quelque chose de plus grand et meilleur. De la lutte naît la renaissance et c'est un symbole central, un thème central qui se produit tout au long du jeu.[50]Jeffrey Bard
  • La majorité des joueurs feront l'expérience du JcJ à travers des champs de bataille basés sur des objectifs avec participation volontaire. Ce sont des rencontres à haut risque et à haute récompense qui n'utilisent pas le système de corruption.[51][52][53][54]

En voici quelques exemples :

Juste parce que notre système de marquage donne de la corruption aux PK, cela ne signifie pas que le PvP ne se produira pas. Il y a plein de raisons pour que le PvP ait lieu en monde ouvert.[55]Steven Sharif
Q: Avez-vous envisagé une zone/aire PvP à haut enjeu de perte de butin dans le monde de Verra ?
A: Nous ne l'avons pas fait ; et la raison en est que nos systèmes PvP actuels permettent déjà un risque matériel essentiellement soit à travers le système de marquage soit à travers d'autres systèmes PvP basés sur des événements avec participation volontaire.[65]Steven Sharif

Les archétypes tels que Tank et barde sont viables dans le JcJ grâce à la philosophie de conception "pierre-papier-ciseaux", où chaque classe est naturellement forte contre certaines compositions de compétences.[66]

Alpha-1 testing

Hail and well met glorious Ashes of Creation testers. My name is Sean Farrens. I am the manager of quality assurance on Ashes of Creation and on behalf of the Ashes QA team I would like to extend a deep and heartfelt thank you to everyone who participated in testing Ashes of Creation during the weekend of May 14 through May 16th for our Alpha 1 build. In spite of instability and uncertainty you have all proven to be invaluable in regards to your feedback and bug reports; and for that I cannot express my gratitude enough. As many of you know, developing an MMORPG is an epic endeavor that is filled with trials and tribulations that no other game will ever encounter; and your illustrated dedication has proven to our team that we are on a high road to the best MMORPG gaming experience to date. During this most recent testing period we received over 2,600 bug reports, which have been an absolute boon to our testing process. We review each report individually and I continue to be impressed with how detailed and helpful each of these reports has been. Like seriously you guys give repro steps and everything. Super duper handy. I greatly look forward to your feedback in the future and hope you enjoy our content so far, so thank you so much everybody.[67]Sean Farrens

While we will have specific spot tests for certain systems as we develop them post the Alpha one month, it should be expected and understood that after this Alpha one month there will be probably a significant amount of downtime where there won't be spot testing as we break apart a lot of systems, take what we learned from alpha one month and implement and iterate upon those learnings. So there's gonna be several months probably worth of significant downtime where there will not be access to spot testing, where we are going to go in and really rejigger a lot of systems[68]Steven Sharif

Phase Release Estimated/Actual date
Alpha-1 Alpha-1 early preview livestream.[69] March 27, 2020.[70]
Alpha-1 limited QA testing (NDA).[71][72] May 28, 2020.[73][74]
Alpha-1 preview pre-test 1 (NDA).[75] Dec 18 - Dec 21 2020.[75]
Alpha-1 preview pre-test 2 (NDA).[75] Feb 19 - Feb 22 2021.[76][77]
Alpha-1 preview intermittent spot testing (NDA).[78][79] Mar 19 - Jul 9 2021.[78][79]
Alpha-1 preview weekend (no NDA).[78] July 9 - July 11 2021.[80][81][78]
Alpha-1 (no NDA).[78] July 14 - August 15 2021.[82][83]

Read more...

The term "alpha" is a tricky one, and it typically has 2 meanings in gaming. The development meaning for alpha is a point in the process where we are ready to test the fundamental systems in their core form, without polish and without much of the content. Then, there is the external or "marketing" term for alpha. This is typically applied to Eastern-ported MMORPGs, when in fact that is a completed game being localized for a region, and not really indicative of a true development alpha. As you may know by now, game development has many stages - from the initial tech demos to the pre-production and pre-alpha states, then on to the alphas and betas and eventually launch.[75]Steven Sharif

I want to make emphatically clear, our alphas and betas are true development alphas and betas, and some have said I am crazy to allow these phases to be seen without an NDA…maybe I am crazy? lol… But I am trusting the community of gamers out there to get a glimpse into the process, and understand the long road ahead for what will eventually be worth the wait. Given time and talent, amazing things can happen, so make sure you help us in communicating that we are in open development which means people get to see the bare bones before the meat. And look, I know people see our 4K footage and say, "This looks better than most released games!", but trust me when I say, you ain't seen nothin’ yet.[75]Steven Sharif

Voir également

Les références

  1. 1.0 1.1 1.2 1.3 1.4 Direct, 2021-07-30 (31:22).
  2. Direct, 2021-05-28 (1:14:50).
  3. steven-combat-revamp-update.png
  4. 4.0 4.1 Vidéo, 2021-02-26 (6:17).
  5. 5.0 5.1 steven-combat-revamp-update-2.png
  6. 6.0 6.1 6.2 6.3 Direct, 2021-02-26 (27:41).
  7. Entrevue, 2021-02-07 (49:18).
  8. 8.0 8.1 Entrevue, 2021-06-13 (4:12).
  9. 9.0 9.1 9.2 Direct, 2021-05-28 (1:13:05).
  10. Direct, 2021-08-27 (1:15:39).
  11. 11.0 11.1 11.2 11.3 11.4 Direct, 2023-07-28 (1:02:23).
  12. 12.0 12.1 Direct, 2022-06-30 (46:30).
  13. 13.0 13.1 13.2 Direct, 2022-12-02 (59:47).
  14. Direct, 2020-04-30 (1:17:13).
  15. Direct, 2017-05-08 (43:30).
  16. 16.0 16.1 Direct, 2024-03-29 (2:01:57).
  17. Direct, 2021-12-23 (55:32).
  18. Vidéo, 2021-12-23 (23:53).
  19. 19.0 19.1 Direct, 2022-10-14 (48:45).
  20. 20.0 20.1 stevenclarification.png
  21. Direct, 2020-06-26 (1:30:40).
  22. 22.0 22.1 Direct, 2022-06-30 (49:42).
  23. 23.0 23.1 Direct, 2023-12-19 (1:16:19).
  24. 24.0 24.1 Direct, 2022-09-30 (51:28).
  25. Air Strike New Description.png
  26. Vidéo, 2022-09-30 (15:28).
  27. Vidéo, 2023-04-28 (4:40).
  28. Blitz Description.png
  29. Call of the Wild Description.png
  30. Trail Speed Bonus Description.png
  31. Exert Description.png
  32. Form of Celerity Description.png
  33. Form of Fluidity Skill Tree Description.png
  34. Leap Strike Description.png
  35. Lunging Assault Description.png
  36. Recharging Lunging Assault Description.png
  37. Vidéo, 2023-01-27 (5:07).
  38. Speed Boost Description New.png
  39. Unstoppable Exert Skill Tree Description.png
  40. Whirlwind Description.png
  41. Vidéo, 2023-07-28 (24:03).
  42. Wings of Salvation Info Panel.png
  43. Vidéo, 2023-07-28 (24:16).
  44. Vidéo, 2021-05-28 (25:44).
  45. Vidéo, 2020-05-31 (1:09:50).
  46. About Ashes of Creation.
  47. pvp catalyst.png
  48. Ashes of Creation FAQ.
  49. Vidéo, 2017-04-30 (5:31).
  50. 51.0 51.1 Direct, 2022-10-28 (1:41:55).
  51. 52.0 52.1 52.2 52.3 52.4 52.5 52.6 Direct, 2022-10-28 (24:28).
  52. Direct, 2022-04-29 (41:27).
  53. 54.0 54.1 54.2 54.3 Direct, 2017-05-05 (14:26).
  54. 55.0 55.1 55.2 55.3 55.4 55.5 55.6 pvp meaningful.png
  55. Podcast, 2021-04-11 (49:40).
  56. Direct, 2017-11-17 (45:19).
  57. Direct, 2022-08-26 (1:00:14).
  58. Direct, 2021-04-30 (1:06:41).
  59. Direct, 2023-02-24 (1:29:45).
  60. 61.0 61.1 Direct, 2022-06-30 (1:14:52).
  61. 62.0 62.1 Direct, 2021-08-27 (1:22:56).
  62. Direct, 2020-12-22 (1:13:51).
  63. Direct, 2022-10-28 (13:53).
  64. Direct, 2022-03-31 (1:12:27).
  65. Direct, 2022-10-14 (51:25).
  66. Direct, 2021-05-28 (1:36:43).
  67. Direct, 2021-07-30 (20:30).
  68. March 2020 newsletter.
  69. Vidéo, 2020-03-23 (0:01).
  70. alpha-1-nda-2.png
  71. alpha-1-nda-1.png
  72. steven-a1-testing-start.png
  73. Creative Director's Letter, 2020-04-1.
  74. 75.0 75.1 75.2 75.3 75.4 Blog: Creative Director's Letter, October 16 2020
  75. Direct, 2021-02-26 (14:58).
  76. Blog: Creative Director's Letter, January 2021.
  77. 78.0 78.1 78.2 78.3 78.4 Alpha One Schedule Update, May 10 2021.
  78. 79.0 79.1 An Update on Alpha One Schedule, March 12 2021
  79. steven-a1preview-end.png
  80. Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
  81. alpha-1-end.png
  82. release-dates.png